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Author Topic: Pirates, Privateers, and Other Miscerents  (Read 6638 times)

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Takiro

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Pirates, Privateers, and Other Miscerents
« on: February 21, 2010, 12:06:04 AM »

Kit - Pirates, Privateers, and Other Miscerents « on: October 01, 2007, 12:52:57 AM »

Taken from a post I made at the Star League Core:

I was wondering if there was currently any work being done to handle other non-orthodox things other then mercenaries such as pirates and other organizations closely tied to crime and the Black Market.  Reason I ask is that these could potentially have a profound effect if what you are going for is smaller power groups going at it.  A couple of powerful pirate lords and a couple of powerful people in control of the black market could be an additional group that would significantly alter the policies of the House Lords.

Keep in mind that not all groups that would be classified thus will be 'bad guys.'  For example, you could have a pirate group that continually raids Kurita supply lines and brings the supplies to the Hegemony (privateers).  But of course you will also have the groups that are only out for their own profit.

I can see several different groups that could be put into a single book, much like the mercenary one.

Pirates Nations - Individual groups out for their own profit, probably mostly operating along disputed borders and around the edge of known space.  Different ones could have different strengths, and some groups might get subsidized indirectly by some House Lord because they cause problems for his Rivals.  Probably 4-6 really powerful ones with at least 10 less powerful but still famous groups.

Privateers - Groups that operate associated with a particular nation but are considered to be on their own.  More or less just pirates that are given refuge in a particular nation so long as they follow a set of guidelines and share the loot with the nation that shields them.  However, if the nation they have safe passage in will not step in on their behalf if it requires military action.  This would be more difficult to do, so maybe list 5-8 famous privateers and also list typical rules for being a privateer for each state.

Black Market Lords - These are just people that have the connections to get anything you want when you want it and where you want it... for the right price.  This doesn't just mean buying goods illegally, but could also go with things like transporting military units or the like.  Basically they are willing to do whatever you need (that does not require fighting) regardless of who you are so long as you pay.  Really popular with mercenaries, but also used by the house lords (either knowingly or unknowingly).  Probably 1 really powerful group that controls a dozen smaller puppet companies.  Maybe a couple smaller groups as well.

Thoughts?

Since I made this post I have thought up of a nice way to get a really powerful Black Market group started up.  I have some ideas for Privateers, but would need a lot of help to get that properly fleshed out.  Pirates I would like to see a lot of different people contribute to, mostly since the units need to seem kind of thrown together and with a different person creating each unit it will be more likely to give each unit a unique feeling.


Takiro Re: Pirates, Privateers, and Other Miscerents « Reply #1 on: October 01, 2007, 01:20:09 AM »

This is an area we had really yet to define in our universe here Kit so when I saw you post said topic over on the Star League Core it opened up some new areas of thought for me. Just want to throw my ideas for the Underworlds out before I get to bed so everyone could digest. These are my basic cateogories for the said Underworlds.

1. Pirates, Renegades, Bandit Lords, Privateers (nomadic military bands)
2. Syndicate (criminal corporate enterprise bent on the acquiring wealth)
3. Criminals (Organized Crime from Mob to Yakuza and Gnags)
4. Zealots (Religious fanatics or cults who are out to advance their goals)
5. Conspiracies (Secret societies usually out to advance their power)
6. Rebels (Freedom Fighters out to gain their independence)
7. Terrorists (Special interest groups spanning nations out to advance their agenda via violence)

So what do you think?

Kit Re: Pirates, Privateers, and Other Miscerents « Reply #2 on: October 01, 2007, 05:57:47 AM »

A purely cosmetic change to the list would be to combine Terrorists and Rebels.  The reason being that the two groups usually have goals that are approximately the same.  The only difference between them is that one person's terrorist is someone else's freedom fighter.

I also think that maybe Conspiracies should be left out.  Contrary to what some people would have you believe, huge conspiracies are more or less non-existant.  The Masons are a bunch of old guys that could care less about trying to run the world (far as I can tell, they mostly run charities), the Knights of Columbus are mostly just an insurance selling scheme, and I figure that most other "secrete groups" have about the same stuff going on.

One thing that I would kind of like to see is Privateers split off from pirates, since they could potentially be different enough.  They would probably be able to get access to better equipment, and have a more available safe haven, however this would come at a cost of following some sort of Rules set by their host nation.  This makes them sort of a half way point between Pirates and Mercenaries.  They have more freedom to carry out their goals than Mercenaries in most cases, but less than Pirates.  Also, I would kind of like to have a Privateer profile of each of the different great houses.

Takiro Re: Pirates, Privateers, and Other Miscerents « Reply #3 on: October 01, 2007, 07:39:04 AM »

Quote
Quote from: Kit on October 01, 2007, 05:57:47 AM
A purely cosmetic change to the list would be to combine Terrorists and Rebels.  The reason being that the two groups usually have goals that are approximately the same.  The only difference between them is that one person's terrorist is someone else's freedom fighter.

Ah that old line. Wink When I was thinking up groups (again nothing solid) I originally came up up with Special Interests and Freedom Fighters as two different classes. Special Interests to me spanned beyond territorial interests or borders and fought for intangiables that effect humanity. Today's catchall, Terrorist, I used to denote someone who tries to advance such goals by violence. Freedom Fighters or Rebels are usually a territorial bunch concerned exclusively with their independence. I grant you that some Terrorists might be trying to advance the same goal of freedom fighters but often I find their methods to be different as well. Wink

Quote
Quote from: Kit on October 01, 2007, 05:57:47 AM
I also think that maybe Conspiracies should be left out.  Contrary to what some people would have you believe, huge conspiracies are more or less non-existant.  The Masons are a bunch of old guys that could care less about trying to run the world (far as I can tell, they mostly run charities), the Knights of Columbus are mostly just an insurance selling scheme, and I figure that most other "secrete groups" have about the same stuff going on.

I know I'm turning this into Interstellar Players. Roll Eyes But seriously when I started thinking about underworld organizations these guys certainly qualify. Yes the Freemasons and the Knights of Columbus are hardly "secret societies" any more but I was thinking that there might be a few groups out there lurking in the shadows. I share your views about conspiracy theories however many are after the fact creations to make sense out of a crazy world. Nothing more.

Quote
Quote from: Kit on October 01, 2007, 05:57:47 AM
One thing that I would kind of like to see is Privateers split off from pirates, since they could potentially be different enough.  They would probably be able to get access to better equipment, and have a more available safe haven, however this would come at a cost of following some sort of Rules set by their host nation.  This makes them sort of a half way point between Pirates and Mercenaries.  They have more freedom to carry out their goals than Mercenaries in most cases, but less than Pirates.  Also, I would kind of like to have a Privateer profile of each of the different great houses.

Privateers especially at the time of the 1st Succession War is certainly an interesting idea. A Letter of Marquis would like be granted by the Successor States at this time against Jumpships which have no special protection. Then there is Mech equipped Privateers. Very different from the naval version raiding enemy planets for cash or valuables. You are certainly correct that they are half way between mercenaries and pirates. I don't think the Guild would accept them but they are more legitimate than pirates.

So what would the definition of such be and would every Great House use them? Authorizing Privateers is often the action of a weak state that IMO values freedom of action. I don't see the Draconis Combine or the Capellan Confederation doing such. The Terran Republic would almost from the beginning of the war as would any Periphery nation probably seeking to obtain spare parts. The Federated Suns, the Lyran Commonwealth, and the Free Worlds League I could all see doing such. Marik needs to keep Steiner occupied for the duration of the war almost without committing a massive offensive. The rich worlds of the vast Commonwealth present a nice prize. Davion would probably just get desperate against Liao and Kurita to unleash Privateers. And the Lyrans well I think it fits them well as their military can't get the job done.

Heck a work on Privateers alone is tempting enough. Any thoughts?

Bradshaw Re: Pirates, Privateers, and Other Miscerents « Reply #4 on: October 01, 2007, 12:12:36 PM »

It would make for an interesting book. The darkside of the Battletech universe would be good for the mechwarrior rpg aspect of it more i think then the tabletop.

Kit Re: Pirates, Privateers, and Other Miscerents « Reply #5 on: October 01, 2007, 12:25:29 PM »

Specifically on Privateers:

I was thinking that the Cappies would not use them nor House Kurita.  The Cappies value central control way too much for this to be something they would go for, although I suppose they would have military actions that are roughly the same thing.  House Kurita most likely would frown on Privateers more than they do on most mercs, since at least mercs actually fight real battles, so I doubt they would use them either.

As for the other nations.  The smaller non-successor state nations would certainly make liberal use of them.  Lyrans I figure would use it as well, as well as the FWL.  It sounds like the Fed Suns is getting hammered during the 1st Succession War like in the cannon, so I figure they would make use of them as well out of desperation but have the most restrictions on what the Privateers could do (however, the whole swashbuckling hero privateer fits in very well with the whole Davion image).

As for the Terran Republic, I agree that they would use them as well.  A newly founded nation that is facing resource exhaustion like that area would almost certainly jump at any opportunity to gain additional resources from hostile groups.

I figured that each nation would have a different take on how things could be run.  The FWL would be the most difficult since I figure Privateers would most likely be under the employ of individual regional/planetary leaders.  This could mean that in other areas of the FWL they would still be considered pirates, or that the details of their agreement would differ from area to area (heck, they could even be used as an internal political tool to cause rivals to lose face).  The Lyrans would probably have some stricter centralized controls.  Davion would probably allow Privateers to operate slightly more independently but with some oversight (like, an official present with the unit).  They would also likely have the 2nd most restrictions on who and what was a valid target.  Strictest restrictions would go to the Republic, mostly because while they need the resources they also cannot afford to anger everyone at once because of their vulnerable location.


BTW, I had a question: What has happened with the Rim World Republic planets?  Did the Lyrans gain control of them or has the Republic managed to keep control?  Also, did the population vanish like in the canon?  Reason I ask is because this could potentially be a nice site for the development of a Bandit Kingdom assuming that it isn't too closely watched.

Takiro Re: Pirates, Privateers, and Other Miscerents « Reply #6 on: October 01, 2007, 12:52:41 PM »

Working on a complete map of the InnerSphere right now Kit. The Rim Worlds is currently dying and exists pretty much only in name. I have their rough outline on said map. The Lyrans have annexed much of the old Republic. The Terrans have declared a Protectorate over some worlds of the Republic to the Coreward side of the InnerSphere. Have a link for you below for a map of the Rim Protectorate. Then there is the Anti-Spinward arm of the Republic which is in a state of complete disarray.

MechRat Re: Pirates, Privateers, and Other Miscerents « Reply #7 on: October 01, 2007, 01:12:56 PM »

I agree with Bradshaw. This would be an excellent addition to the SD universe from an RPG aspect. It could tie in with the Blackstar rated units in FM: Mercenary Guild. Rogue merc units, not quite Blackstar but not quite legit, would certainly make up a fair portion of these Privateers IMO.

Takiro Re: Pirates, Privateers, and Other Miscerents « Reply #8 on: October 01, 2007, 02:03:59 PM »

Well Privateers I think we could fit in the next Fanbook (#4) TRO 2800 and pirates will be appearing in Fanbook 6 - FM Periphery 2812. Although I must say I'm intrigued by a Fanbook called Underworlds which would be a catchall look at various criminal and shadow enterprises. We could even get all little silly like Uncle Ernie's ala BattleLords.

Bradshaw Re: Pirates, Privateers, and Other Miscerents « Reply #9 on: October 01, 2007, 02:35:54 PM »

Privateer life path anyone? for the new TRO

MechRat Re: Pirates, Privateers, and Other Miscerents « Reply #10 on: October 01, 2007, 02:41:39 PM »

Quote
Quote from: Takiro on October 01, 2007, 02:03:59 PM
We could even get all little silly like Uncle Ernie's ala BattleLords.

I've never heard of this and I'm curious. Would you please explain or point me in the direction of an explanation? Smiley Silly can be fun.  ;D

Takiro Re: Pirates, Privateers, and Other Miscerents « Reply #11 on: October 01, 2007, 02:58:45 PM »

BattleLords was a fun little RPG that Bradshaw, Calderon and I played a while back. It was a fun game which I enjoyed. Negative side was character creation was complex and your character was incredibly easy to kill. It was pretty popular in the 90s then it went down the drain. Uncle Ernie was a whacky terrorist who prowled that universe pushing his anarchist agenda. Think there was a few others nut jobs roaming that crazy universe as well. Here is a link to a website if your interested.

http://www.ssdc.com/Games/Battlelords.html

Bradshaw Re: Pirates, Privateers, and Other Miscerents « Reply #12 on: October 01, 2007, 04:08:47 PM »

2 hours to make your character 5 minutes for him to die. I wonder why the game didnt do well  Roll Eyes

Takiro Re: Pirates, Privateers, and Other Miscerents « Reply #13 on: October 01, 2007, 04:18:05 PM »

Well the fun factor was extreme. Need I say Chunga? Grin

Bradshaw Re: Pirates, Privateers, and Other Miscerents « Reply #14 on: October 01, 2007, 04:42:56 PM »

everything about the game i enjoyed expect the game mechanics.
« Last Edit: April 12, 2011, 10:16:30 PM by Takiro »
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Re: Pirates, Privateers, and Other Miscerents
« Reply #1 on: February 21, 2010, 12:06:22 AM »

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Re: Pirates, Privateers, and Other Miscerents
« Reply #15 on: October 01, 2007, 05:06:33 PM »
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Agreed but back on topic. Any ideas for Privateer units?? We have a kick ass pirate nation and I might as well share it because it won't appear for two years or so in print.

Dark Pentad
Easily the most powerful and dangerous band of pirates in known space. This bandit confederation is ruled by the old adage might makes right. The balance of power is almost always shifting within the Pentad but they remain united in their piracy against outsiders. The ruling lord takes the title Emperor while the other Lords style themselves as Kings. Leaders are always ruthless, think of the Empire in Star Trek (Mirrior, Mirrior), in order to maintain their power.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #16 on: October 01, 2007, 05:08:36 PM »
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Privateer units?
This is not something you would see. Privateers were individuals that might gather for specific targets but that would be sailing alone most of the time.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #17 on: October 01, 2007, 05:18:00 PM »
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True to an extent but there must be some notable practioners.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #18 on: October 02, 2007, 08:49:11 AM »
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Wow, great read. Merchant fleet sizes should also be addressed. I believe House Davion starts the war with the largest merchant fleet because of their commercial shipbuilding ventures. Others I'm not sure of although the Lyrans and Terrans are probably 2 and 3 followed by Marik (perhaps Marik even has more than Terra although their pre-war shipbuilding and mentioned shipping doesn't indicate that to me) then Kurita followed that poor old House Liao. Periphery merchant fleets are most likely so small to these powers it is a bad comparsion.

Great job! I'm looking forward to the other states of the InnerSphere.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #19 on: October 02, 2007, 11:26:46 AM »
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very nice indeed
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Re: Pirates, Privateers, and Other Miscerents
« Reply #20 on: October 02, 2007, 03:05:55 PM »
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For Ship Building I tend to think that the order would be something like this:

1) Terran Republic
2) Free Worlds League
3 & 4) Lyrans and Fed Suns

The Terran Republic has basically ended up with a good chunk of the Hegemony's facilities right in its lap.  The Free Worlds League has always been #2 when it comes to naval power, both with JumpShips and WarShips.  This would translate quite naturally into a large merchant fleet.

I am not 100% sure on the order after that.  Either the Lyrans or the Fed Suns would come next with the other following closely behind.  The Lyrans because they focus on trade so much, and the Fed Suns because they are one of the more industurialized powers at the fall of the Star League.

Draconis Combine would be next, although I cannot really justify why I think that.

CapCon would be last.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #21 on: October 02, 2007, 03:43:11 PM »
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Nice overview regarding privateers. Hope to see more regarding the other Successor States, Kit.

Regarding the size of merchant fleets there are not only dropships and standard jumpships but for the Lyran Commonwealth there was(still is?) the Sylvester-Class Transport(albeit in limited numbers) and the Carrack-Class Transport for the Terran Hegemony.

Hmmm..... Does the Terran Republic possess any Carracks? I can´t remember them mentioned in FM: Terran Republic.....

If yes these might increase transport capacity for the TRAS immensely as well as the likelihood that the cargo reaches its destination. Sure, the Armor is relatively fragile on both of them, but unlike standard jumpships these Transports field naval armaments after all. which should  give Pirates and Privateers pause(or just motivate them Grin). Other Warships will probably obliterate them without much of an effort though.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #22 on: October 02, 2007, 08:52:34 PM »
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Are we going to randomly come up with generic sole-FC Jumpship/cargo ship?

I know that these novelity House Steiner came up with, but as far other succesion houses.

I think their going be stuck with regular jumpships, unless a semi-jumpship/warship for cargo is going to be used.

As far bandits, i think we should come up with common warships that were cobble together by pirates.
The ships we come up with would typical designs that are encountered.

I think that since warships are bit more common, that their parts would be more findable.  Even thou the designs would horribly outdate.   Like salvaged Winchester Class Cruiser or Pinto Class Corvette.

A privateer would be using similar designs.  I'm not big on designing ships myself.  However, i think if we have to limit the pirates tech...i think they should be limited to age war 2300-2400s tech / limitations, such as the Dart Light Cruisers or Vigilant class corvettes.  Not great fire power, but their still warship!
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Re: Pirates, Privateers, and Other Miscerents
« Reply #23 on: October 02, 2007, 09:15:29 PM »
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I'm not sure we are talking about a purely naval force for Privateers. Of it would be a necessary part of their ops but dropships and fighters are probably more common than warships which would be rare to unique. Armed merchantmen or jolly rogers might be far more common.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #24 on: October 02, 2007, 10:15:50 PM »
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If privateers had "warships" as such, I would expect them to be more like WoB's Pocket WarShips than real WarShips.  Reason?  Smaller crew requirements and much cheaper to get and maintain.

REALLY powerful groups might be able to get their hands on something functional, but they would probably need to find it or kill it themselves.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #25 on: October 02, 2007, 10:30:29 PM »
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I would have to agree with you Kit. Couldn't sleep. Roll Eyes Cry Anyway, when Irose and myself did the merc book we decided that units with functioning warships are the exception and not the rule. Only the Regulators currently have them because while valuable their cost is prohibitive. Not to mention it has got to be tough to maintain warships. Not only are they under attack but many of their shipyards were wrecked by 2787. Almost as a primary target for every combatant.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #26 on: October 02, 2007, 10:45:32 PM »
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I'll try to come up with some pocket warships for privateers to use I suppose.  Too bad Kraken-T are not invented yet, because that is my obvious choice.    Cool
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Re: Pirates, Privateers, and Other Miscerents
« Reply #27 on: October 02, 2007, 10:49:02 PM »
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Everybody loves the Kraken. Smiley

I look forward to seeing your Terran write up for Privateers, do you have one for Periphery powers in mind?
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Re: Pirates, Privateers, and Other Miscerents
« Reply #28 on: October 02, 2007, 11:27:09 PM »
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None yet, but I am thinking about it.  Problem is I am not very well versed in the Periphery.  Sad
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Re: Pirates, Privateers, and Other Miscerents
« Reply #29 on: October 02, 2007, 11:45:19 PM »
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Here is the whole thing in a single post for ease of reference (older posts have been deleted):

Quote

Successor State Privateer Goals, Control, and Regulation

Capellan Confederation
   Privateers working under the Capellan Confederation find themselves in a unique position that poses many difficulties but also many opportunities.  They exist in a unique legal limbo that forces them to conform to the same military regulations that most private ventures dislike with none of the protections that come with them.  By the same token, however, privateers in service to House Liao are uniquely positioned to make an impressive profit.
   Both the weakest industrial power in the inner sphere and the smallest of the successor states, House Liao had recognized the potential of privateers to improve its position.  However, as with most matters, the leaders of the Capellan Confederation are loathe to give up control on any program which may affect the well being of the state.  As a result privateers working for the Confederation are under direct military control.
   One might think that this would result in official recognition and the regular access to military supplies that come with it; however this is not the case.  Despite the fact that privateers working for the Capellans are under centralized military command and must frequently report back they are not officially recognized parts of the Capellan military.  Privateers may purchase Capellan military goods and that is it.
   On many occasions this nebulous legal status of the privateers has caused problems for the Confederation.  If captured by other nations while carrying out their duties, these nationally sanctioned pirates are often condemned to death or imprisonment.  Often the privateers will protest that they were just following orders of House Liao, however the Capellan Confederation obviously always denies these allegations and condemns the privateers for telling “outrageous lies” in an attempt to save their skins.  This fact alone is enough to keep most from seeking to become a privateer for House Liao.
   There are definitely advantages, however.  In order to ensure that privateer groups continue to consider working for them the Capellans often offer to outfit any new unit with most of the equipment that they need.  Additionally, of all the Successor States the Capellan Confederation allows its privateers the largest share of what is taken, and provides fair compensation for any goods that it requires be handed over.
   Most attractive, however, is that privateers that make their home in the Capellan Confederation have among the most profitable prospects for their raids.  Although the Free Worlds League has proven a powerful adversary, their merchants are wealthy and a ripe target for a clever privateer who can avoid the famed Free Worlds League Navy.  On the other boarder lies the Federated Suns which, while not nearly as rich, appears to be on the verge of collapse due to the massive Draconis Combine invasion and has proven to be easy pickings.  Perhaps most tempting, however, is the Terran Republic with its advanced technology that would certainly bring in top dollar to anyone able to go and get it.


Draconis Combine
   The Draconis Combine is perhaps the only nation which refuses to use privateers and views the very concept of stooping to piracy to be an affront to their honor.  Although there are some who do raise their voices in favor of changing this policy they are few and far between.  While it is certainly possible that things will change given time, it seems unlikely to happen unless the fortunes of the DCMS take a disastrous turn.
   Although the Draconis Combine may refuse to make use of privateers it is perhaps one of the easier targets for these state sponsored pirates.  At war, to some degree, with every major power that it shares a border with these nations that have been the target of the Draconis Combine’s military might see no need to make the nation off limits.  In addition, with much of its military power tied up in massive actions against the Federated Suns, the Draconis Combine has had a lot of trouble dealing with the privateers and their unorthodox methods of attack.
   It is perhaps because of this that any ship that gets caught while committing acts of piracy has had the entire crew put to death.  In some instances these executions have even been publicized, however for every group that has been caught there are many others that have discovered just how much trouble the Dragon currently has patrolling its border.  While these attacks have yet to significantly impact the military capabilities of the DCMS, it is almost certain that given time they will start to take an unforgiving toll on the slowly stretching supply lines.


Federated Suns
   Initially the Federated Suns was resistant to the idea of hiring privateers to commit acts of piracy against its enemies times have quickly changed.  With the surprising onslaught from the Draconis Combine with the added pressures from House Liao, House Davion has found itself in a desperate situation.  While the nation’s injured pride has kept it from embracing privateers as a permanent policy, perhaps in the hope that their lauded military will be able to turn back the invasion, for now it is a fact of life.
   Despite its desperation, the Federated Suns has placed a fair number of restrictions on privateers that work for it, in part to ensure that the actions of groups working for them do not compromise the Davion image.  All privateers groups are required to be accompanied by a Liaison to oversee any operation done.  In addition any group may currently only take action against the Draconis Combine, which is viewed as the primary threat.  It is hoped that if they can complicate the DCMS’s logistics situation that t he invasion will stall long enough for a counter-attack to be planned.
   While House Davion may have been reluctant to adopt a privateer program, they have been quick to use them as a tool for propaganda.  Successful raids are widely publicized in order to raise moral.  In fact, there are several instances where these acts of piracy have been romanticized and made into movies, often depicting a swashbuckling hero taking on impossible odds with nothing but his wits and loyal followers.
   There are down sides for working as a privateer for the Federated Suns, however.  Perhaps most notable is that there are many who are questioning if the nation will continue to exist as a viable nation for much longer.  Although conventional wisdom holds that the Federated Suns is much too large to be conquered over the course of a single war there is some fear that with the progress that the Draconis Combine has made already that complete collapse is not that far off.
   Another concern is that since House Davion is being pressed so hard it is able to offer the fewest incentives to groups of privateers.  There is virtually no aid given to starting groups, and pay for recovered loot is marginal at best.  Still, there are many successful groups that claim that there are many “hidden” perks that result from the Federated Suns’ propaganda surrounding privateer groups: the fame and admiration that comes with being a hero.


Free Worlds League
   Of all the nations of the Inner Sphere, the Free Worlds League probably has the easiest policy to understand.  Inspired by House Liao’s sanctioning of some pirate groups, the FWL use of privateers exists singularly for the promotion of their trade interests.  This simple fact, combined with their recent military successes, has allowed them to develop a privateer policy that is one of the most attractive offers available.
   New privateer groups have found that often the Free Worlds League is willing to help provide equipment to a point (and is in fact much more willing to provide AeroSpace assets than BattleMechs).  In addition, privateers working for House Marik are afforded amazing autonomy, placed under their own command and permitted to move through most Free Worlds League space unhindered.  Perhaps best of all, since the goal is to disrupt enemy trade fleets so that buyers will be more likely to purchase Free Worlds League goods, privateers are permitted to keep anything they loot provided there is not a supply shortage of a particular product inside the FWLM.
   This exceptionally open policy has caused problem for the League before.  It is not unheard of for a down-on-their-luck privateer group to target Free Worlds vessels in their desperation to turn a profit.  If caught in the act these groups have always been charged as traitors, which has helped to curb the behavior.  Even so, it is a situation that regularly comes up.
   Most privateers working for House Marik prefer to raid the Lyran Commonwealth, viewing it as a rich and relatively easy target.  Thanks in large part to the bumbling by the Social Generals the Lyrans have yet to come up with a coherent strategy to combat these raids, and as such problems are usually only happen during chance encounters.
   Less attractive is the Capellan Confederation which is viewed as a relatively poor nation.  Although the Capellans have recently suffered defeats at the hands of the FWLM their defenses against piracy have proven to be more dangerous than those of the Lyrans, although there have been several groups that have managed to turn the chaos of the Liao-Marik conflict to their advantage.
   Because of the failure of Operation Avalanche most privateers working out of the Free Worlds League have chosen to avoid the Terran Republic.  Considering the new nation’s successful defense to be fair warning that Terra is still a power to be dealt with most have instead focused their attentions on the Capellans and the Lyrans.  Still, the odd raid is launched into Terran space and those who have succeeded have found the risk to be well worth their effort.
   If there is one pitfall to working for the Free Worlds League, it is the labyrinthine political structure.  Miscommunication about new privateering groups is a fact of life that has lead to several accidents.  Even more insidious is that some of the more clever politicians have taken to using the pirates as political pawns, either to glorify themselves or to discredit rivals.  Often times this has led to disaster for those involved.


Lyran Commonwealth
   The Lyrans view privateers as a pivotal way to help compensate for their military’s lack luster performance.  Because of this they have a reputation of treating those that work for their nation well.  In fact there is a lot that the Commonwealth can offer privateer groups willing to put up with some oversight.
   While the Lyrans have yet to extend an offer to help provide equipment for new privateer units this has rarely been a problem.  There is no shortage of wealthy entrepreneurs who feel that the growing privateer trend is an excellent way to quickly make money.  These investors are more than happy to provide venture capitol in exchange for their fair share of the profits.
   In order to avoid problems with their privateers turning rogue, the Lyrans require that each group have a Liaison to oversee their actions.  In addition privateers may only raid other nations that House Steiner has sanctioned, a move that is intended to prevent unnecessary political problems that might harm business.  As a result, currently the only valid targets are the Free Worlds League and the Draconis Combine, both of which have been taking military actions against the Commonwealth to some degree.
   Despite these restrictions House Steiner is an attractive employer for most groups.  One of the most industrialized nations in the Inner Sphere, privateers working for the Lyrans are often excellently equipped for a low price.  In addition they are well paid for any goods that they secure during a raid.  Even better, the Commonwealth has proven to be stable despite its military short comings.  This is attractive to groups who worry about the possibility of a collapse of the Federated Suns or who consider the Terran Republic yet to be proven.
   Although all these facts make the Commonwealth a popular choice for privateers, there are some problems.  As with most things even remotely military, the Social Generals have slowly begun interfering in order to get a piece of the credit and glory.  Some are even pushing to have the privateers placed under their direct command, a movement that is slowly gaining momentum.  If they get their way it is likely that the Social Generals will begin to meddle in the affairs of privateer units with the same results as their involvement with the military.


Terran Republic
   Since the formation of the Terran Republic the use of privateers has been a mater of necessity.  For the former Terran Hegemony, used to being seen as a neutral third party that could step in to solve disputes, it has been a bitter pill to swallow.  Once seen as the height of humanity’s achievements, they hate the fact that their current situation has forced them to stoop to mere piracy in order to help ensure their survival.
   It is because of these feelings that the Terran Republic has set up a review board that licenses new privateer groups that wish to serve the nation.  This review process is intended to ensure that prospective privateers will conduct their operations “by the book”, though what that specifically means has yet to be decided.  Right now the ability to obtain a license seems to be mostly arbitrary, although gradually laws concerning privateers are being written.
   In addition to this licensing there are other restrictions imposed upon privateers working for the Republic.  First all groups are overseen by an official Liaison to ensure that proper conduct, most likely so that the nation can quickly return to its neutral third party status if the opportunity should present itself.
   Another often grumbled about restriction is the need to obtain written permission to carry out operations against any of the Hegemony’s neighbors.  Likely attempts to keep from giving the other Successor States an excuse to invade, most privateer groups view the step as an unnecessary precaution.  To date some groups have managed to gain permission to raid the Capellan Confederation, the Free Worlds League, and perhaps most of all the Draconis Combine.  There is, additionally, mounting pressure to allow raids into the Federated Suns, but to date the Republic has restrained itself from authorizing this.
   While this all paints a bleak picture for privateer operations in the Terran Republic there are quite a few bonuses as well.  For those groups which are able to obtain a license to carry out their operations there is a sizable support network in place that can help newer groups get onto their feet and also aid those who have fallen down on their luck.  Additionally, groups which have proven their loyalty beyond any doubt are given some access to the Republic’s advanced technology.
   Another plus is that the Terran Republic is perhaps the only nation that consistently pays well for raw materials rather than some states (such as the Federated Suns and the Capellan Confederation) that prefer actual goods.  This has proven beneficial since there are numerous examples of poorly defended mining sites when compared to the actual industrial centers or merchant trade routs.


Input is welcome.  Also, since I know next to nothing about the Periphery, if someone else would like to try writing something up for the major nations (or maybe lumping them all into a single group) I would appreciate it.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #2 on: February 21, 2010, 12:06:42 AM »

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Re: Pirates, Privateers, and Other Miscerents
« Reply #30 on: October 03, 2007, 03:51:06 AM »
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Nice!
Certainly plausible what you wrote, at least to me.
Regarding the Periphery I doubt the Outworlds Alliance would make use of Privateers, given its pacifistic stance.
The Taurians would surely love to harrass the Davions and to a lesser extent the Liaos for annexing much of their territory after the reunification war, but if they would actually use them I have no clue.
No idea concerning the Canopians.

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Re: Pirates, Privateers, and Other Miscerents
« Reply #31 on: October 03, 2007, 09:41:02 AM »
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Excellent stuff! Very nice Kit. Wink

For Periphery Ops I would have to consult with Irose. He is overseeing the Taurians and Canopians in this setting. While Ambeth is the OWA guy. Although I doubt the Alliance would sponser piracy. Since they won't hire mercs I doubt they would authorize Privateers. Then there is the Rim Protectorate which I could easily see Terran raiders operating from against targets behind the Dragon.

Good stuff I must say.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #32 on: October 03, 2007, 11:15:36 PM »
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So anybody got a few notable Privateers of the era? Wink
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Re: Pirates, Privateers, and Other Miscerents
« Reply #33 on: October 03, 2007, 11:25:47 PM »
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I have got a couple for the Fed Suns and the FWL, but I need to write it up.  I could also potentially come up with something for the Lyrans if given some time.  For the Cappies or the Terran Republic I have pretty much no ideas though.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #34 on: October 03, 2007, 11:36:31 PM »
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I can't wait to see them. I would also encourage others to pitch in as well. Right now I'm streched pretty thin with finishing a complete map, UNR, and TRO 2800. Great stuff!

Question, Kit. What year are you writing this for 2790? Same as Mercenary Guild.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #35 on: October 04, 2007, 12:00:40 AM »
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Currently?  Yes, 2790.  I can alter it for later if you like fairly easily, I just need to know the relevant changes I would need to make.  The reason it is set for 2790 currently is because, well, that is the time period we are up to that has interesting stuff going on and I really haven't found out (or asked for that matter) about what will be happening later.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #36 on: October 04, 2007, 12:11:27 AM »
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All in good time Kit. Wink 2790 is a good year for the setting of this book. Your five years into the war but details wise we are playing catch up. UNR articles on the last months of 2785 up to 2790 (half year installments) will really flesh out alot of details. I'm curious what else would you have in mind for this project? Will it be soley about Privateers? Or the Underworlds as we spoke of originally?
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Re: Pirates, Privateers, and Other Miscerents
« Reply #37 on: October 04, 2007, 12:16:43 AM »
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Currently I am thinking Privateers (couple famous groups per nation), I have one blackmarket type group that I am thinking about (sort of like the company Tours of Duty you already have, only not transporting people) but would like to have at least 2 or 3 more, with one being the most powerful of them, and I would like to have pirates if it isn't already earmarked for another book.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #38 on: October 04, 2007, 12:49:01 AM »
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Pirates are slated for Fanbook 6 unfortunately. I wouldn't object to you mentioning them in passing but detailing I wanted to reserve for FM Periphery. Also info on the Periphery is pretty spotty so I would focus on the InnerSphere. With some rumors from beyond. Piracy is on the rise but is a problem only at the edge of the Human Sphere. Perhaps Privateers only make Piracy worse in the future eventually they might just go independent as the Houses don't want them around any more. In other words set up piracy (foreshadow) growing to massive scale and skill by 2812.

Smugglers of the Sphere I assume would be included. But for a book you would need more. What of the other aspects to be included? What would we call this book?
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Re: Pirates, Privateers, and Other Miscerents
« Reply #39 on: October 04, 2007, 01:11:38 AM »
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Ah, smugglers I was thinking of including in the whole black market thing, although they are different enough they should get their own mention.  And I do like the idea of privateers causing more problems and setting up for massive piracy later.

As far as other things, I figured there would basically be a whole industry that would grow up around privateers.  Both with supplying military equipment (they have their own needs and would probably have their own stuff, mostly new tanks and cargo haulers but maybe a light battle 'Mech and a couple DropShip type things).  So that would also fill up some space.

Probably also give a history of privateers in the Inner Sphere.  Probably wouldn't be that long (maybe starting around the time of the hidden wars), but it would give some definate depth to the topic.  Any other suggestions.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #40 on: October 04, 2007, 01:42:13 AM »
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Well we generally follow the standard pattern. One page Intro Story followed by a one page formal in character introduction and outline of the book. History is always a good second section. Followed by some sort of Organizational Overview. Then units per say followed lastly by new equipment. Try not to do to much new equipment. I generally prefer using pre-existing designs. Familarity is always a good thing. Don't you think? Wink
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Re: Pirates, Privateers, and Other Miscerents
« Reply #41 on: October 04, 2007, 03:00:46 AM »
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I wasn't going to go overboard with new designs.  Something like maybe 2 or 3 vehicles (possible modifications on standard designs), 1 modification to a current DropShip (I am looking at the Union and Buccaneer for this, although the Monarch Class also has my eye).  Possibly a 'Mech, though it would probably be a lighter 20 or 25T design.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #42 on: October 04, 2007, 09:09:54 AM »
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There is another possiblity to this. We could also make this into a Scenario or Fanpack. Shorter than the Fanbooks includes sceanrios.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #43 on: October 04, 2007, 10:44:19 AM »
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That is another possibility.  For now it is probably best to just start putting stuff together and see where that leads to, since that allows flexibility.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #44 on: October 04, 2007, 05:25:55 PM »
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So what you need are privateer units?
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Re: Pirates, Privateers, and Other Miscerents
« Reply #3 on: February 21, 2010, 12:07:11 AM »

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Re: Pirates, Privateers, and Other Miscerents
« Reply #45 on: October 04, 2007, 05:44:48 PM »
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Sure, got any? Wink
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Re: Pirates, Privateers, and Other Miscerents
« Reply #46 on: October 05, 2007, 02:31:38 PM »
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No but I can create one or two (after the banners and John Davion's biography).
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Re: Pirates, Privateers, and Other Miscerents
« Reply #47 on: October 05, 2007, 02:45:30 PM »
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Cool Wink
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« Reply #48 on: October 05, 2007, 05:46:17 PM »
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See, I did not forget your advice to focus on one thing after another  Grin
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Re: Pirates, Privateers, and Other Miscerents
« Reply #49 on: October 16, 2007, 02:16:00 PM »
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wondering how easy it is for privateer/pirates to get there hands on advanced missiles like the White Shark and Bar and Killer missiles and there launchers and are AR/10 launchers around for general use or they SL and TR only? Figure any Privateer/pirate might refit a few Mule's (Like the ones WOB did) and make a poor mans Anti-war ship squardon .
  I was thinking of making a Terran privateer grp using them so figured I'd ask before I finished with the make up of the grp and its fluff. Also anyone know what branch the SLDF's anti-pirates Q-ships operated under like under there naval or special forces branchs
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Re: Pirates, Privateers, and Other Miscerents
« Reply #50 on: October 16, 2007, 02:43:33 PM »
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I dont think they would be to hard to get their hands on. Just wouldnt get crazy in the amount given.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #51 on: October 16, 2007, 06:44:17 PM »
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Quote from: LordGrayson on October 16, 2007, 02:16:00 PM
wondering how easy it is for privateer/pirates to get there hands on advanced missiles like the White Shark and Bar and Killer missiles and there launchers and are AR/10 launchers around for general use or they SL and TR only? Figure any Privateer/pirate might refit a few Mule's (Like the ones WOB did) and make a poor mans Anti-war ship squardon .
  I was thinking of making a Terran privateer grp using them so figured I'd ask before I finished with the make up of the grp and its fluff. Also anyone know what branch the SLDF's anti-pirates Q-ships operated under like under there naval or special forces branchs

First off let me say welcome LordGrayson to the boards. Good having you around. In Jihad Hot Spots under the Mule Q-ship it says;

"Based on several recovered Mule Q-ships developed by the original Star League Navy to help protect its shipping lines from predation by pirates, the Word of Blake replaced the existing brace of White Shark and Barracuda Launchers with more efficient AR10 launchers, with decidedly less ammunition available. To confuse the enemy, and perhaps to cause him to over-estmate the vessel, the Blakists seem to have installed empty launcher housings next to the AR10’s. Numerous visible missiles tubes on Mule Q-ships
have never been observed firing ordnance."

Think that answers both your questions.  Wink
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Re: Pirates, Privateers, and Other Miscerents
« Reply #52 on: October 16, 2007, 08:06:26 PM »
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Sorry I haven't had much time to work on anything, got really busy with the potential for a new job so I am trying to get through that whole process right now.  I do have some new notes, but nothing really fleshed out atm.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #53 on: October 18, 2007, 03:54:29 AM »
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Unit: Jolly Rogers

 

History:
 The history of the Jolly Rogers starts with General Kerenskys call for a exodus. Rear Admiral Jaime M. Howe commanding officer of the Star League Navy's anti-pirates forces came back from the meeting on New Earth to explain to people under her command the idea of the Exodus. For a few weeks after the meeting with her staff discontent started to form in her command and the other commands at the base . To silences this discontent she ordered the arrest of all the commanding offices she believed responseable for the discontent one of theses officers was a young Lt.commander by the name of William F Cameron-O'Riley,as well as her very own Xo and commanding officer of the 8th royal marine CAAN General Robert A. Blane. Two days after the arrest of the officers and the reported reason for the arrest of the said officers troops loyal to the officers protested this with a mass march on the HQ.
The Military Police unit assigned to the brig and to the HQ compound released all the officers and placed the admiral under house arrest for her own safety.Shortly afterword the officers that had been placed under arrest meet and desided what to do about the exodus noticeing that a very large amount of the base personal didn't want to leave due to speaches that Commander O'Riley gave about honoring there oath to protect the Inner sphere and that leaving would mean insulting the dead comrades and friends from the last 12yrs of war. In the end the base and the units split into 3 different groups one group lead by the now released admiral Howe went to join up with the General (its was less then 1/20th the personal assigned to the base) of the other 2 groups one went to the TR and the last group now lead by general Bane Desided to keep true to the Star league oath they sworn but quicky ran into a problem as the base was along side the marik/liao/TR border and all 3 governments demanded that the Star league personal hand over the base to them and there ships The General and Lt.commander discussed this matter for about a month and turned the base and the small orbit yard over to the Republic forces tho striped of all its equipment and the League personal disappeared with all there stuff not to be seen again untill after the start of the 1st SW in the area of the Rim protectorate launching attacks on house K planets and training the planetry forces of the protectorate worlds they launch attacks.

 



Unit formation
 The unit formation of the Jolley Rogers is in the form of Naval Assualt Groups (N.A.G)

There are currentlys 3 N.A.G.'s in the units TO&E
Each N.A.G is 24 dropships and some ground forces that are used in raids

1st NAG "Black Sea"
Commanding officer General Blane
The Black Sea group is the most experinced ground force of the NAG's with a rough str of a regiment made of almost completly of marine personal from the 8th royal CAAN and the remants of the 55th Royal Light horse this unit is hard to pin and is able to rapidlty move
(24)dropships assigned to the 1st NAG are overlords, unions ,confederates, fury .3 lion-cv's(72hvy aerospace)

2nd NAG "Blackhearts"
Commanding officer Commander W.F. Cameron
The Blackhearts get there name from the SAS Batt that makes up 1 of 3 batt's assigned to this NAG the other 2 batt's are marines trained in zero-g boarding ops of enemy vessals
The Blackhearts are the cream of the old Star league Anti-pirate ships and crews keeping the blueprints of almost every ship built they haven't run into a ship they can't board and take in a very short period of time .
(24)Dropships assigned to the 2nd NAG 12 Mule-Q's 3 Vampires,3 Avengers and 6 Lion-CV's
(aerospace fighter 144 36hvy/72med/36light)

3rd NAG "New Dawn"
Commanding officer Jenny Whit
The New Dawn is a very recently formed grp tasked with training new personal and guarding there base or bases as such it has the heaviests weight of all the grps in the form of troops often compared to a dragoon reg with dropships for fighter support  the 3rd operates with the Jolly Rogers Navel reserve force
(24)Dropships Mules,Buccaneers,union,Lion-CV
(aerospace 36light)

Jolly Rogers Naval reserve Group
 The Naval reserve grp consits of just 3 ships 2 carracks(Merlin,Sgt pepper) and 1 volga (heritage)
 
The Jolly Rogers are currently operating under a letter from the TR to operate raids againts enemys of the state < there are reports that the privateers might join the merc guild >


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Re: Pirates, Privateers, and Other Miscerents
« Reply #54 on: October 18, 2007, 01:46:14 PM »
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We have one group going with Kerensky, one group to the Terran Republic and the other one getting back in the Terran Republic after a while and becoming privateers after that?
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In Turn they tested each Clan namesake in trial against the Ice Hellion's mettle. Each chased the Ice Hellion, hunting it down. All failed to match the predator's speed and grace. Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
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Re: Pirates, Privateers, and Other Miscerents
« Reply #55 on: October 19, 2007, 02:10:35 AM »
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I got a little confused on who I should of said in the fluff that they got there Letter of Mar from and wasn't sure how to say thier raids went and what type and where they got there loot from also left out about 1/3rd of there history the part that covers where they were  between the time of the exodus and the first few yrs of the wars Also was most wondering if it was oky to use a family member of the cameron's tho he's a far out member of it .
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Re: Pirates, Privateers, and Other Miscerents
« Reply #56 on: October 27, 2007, 10:13:09 AM »
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Hey just got to reading this post in full detail. Sorry for the delay. Alot has happened to me RL wise. Alot of wide strokes here Lord Grayson but some pretty good stuff. I assume this SL anti-pirate group was posted in or near the Rim Protectorate. Does this refer to Coreward Anti-Pirate ops? Or everything? Star's End might be a good place. Especially since you could tell us about the return of the Belt Pirates. Or just what happened to that system out there. The Dark Nebula and Camelot Command are another good place perhaps a fall back point? Other tie ins could be Project Phoenix, the Rim Protectorate, and of course the Terran Republic. IMO I would just have two groups with the 8th CAAN leaving altogether to Exodus and Naval personnel remaining behind. They try to stay loyal to the Last Cameron a bunch o stuff happens perhaps they get screwed by the Protectorate. When the Republic issues a call for Privateers they respond. What do you think?
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Re: Pirates, Privateers, and Other Miscerents
« Reply #57 on: October 28, 2007, 03:54:38 AM »
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Moved all updates to the same entry Smiley
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Re: Pirates, Privateers, and Other Miscerents
« Reply #58 on: October 29, 2007, 12:03:47 PM »
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Offical Notice
Warrent offically issuied for the arrest or death of said persons belonging to a criminal gang raiding planets along the Outworld Alliance,Federated Suns border going by the name of Jesse's Gang. Reward or prisoners can be handed over at or reward gotten at any Comstar center or planetary governing office rated level 4 or higher.

Unit: Jesse's Gang
 This group of people raided a military supply depot getting away with a number of mechs and vehicles getting refitted at that base .The people then went and robbed a number of banks around the area untill the local military unit came after them . They managed to gain entery to the nearby spaceport and hijack a mule Jesse's Wonder that was busy off loading a delievery. They force the crew on ship to lunch and then hijacked a merchant class jumpship ship that was at the jump point recharging . They were spoted on a number of Outworld and Federated Suns planets always raiding weakly defended areas before the planetary defense forces could respond.The unit gets its named from the hijacked Mule they travel in .

Unit assits
Unit has 3 mechs Wasp,Stinger,and a Griffin. The model of each mech is unknown at this time. The unit uses a number of stolen military vehicles a few that have been confirmed are saladins,scimator and hussuars the vehicles they use change as the raid different planets and replace losses with local vehicles they manage to steal.Unit has one dropship and one jumpship.
     
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Re: Pirates, Privateers, and Other Miscerents
« Reply #59 on: October 29, 2007, 04:42:44 PM »
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Not bad Lord Grayson. Thanks for the contributions. Working on aspects of this project myself. I hope to be able to share them soon.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #4 on: February 21, 2010, 12:07:32 AM »

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Re: Pirates, Privateers, and Other Miscerents
« Reply #60 on: October 29, 2007, 08:07:09 PM »
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I have been busy lately.  Lots of things going on right now to keep me from working on pretty much anything.  However in 3-4 weeks I should have a whole bunch of time freed up again and will be able to get back to work on stuff like this.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #61 on: October 29, 2007, 08:36:53 PM »
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Great! Good to hear Kit. I've got a proposal for all you guys coming up soon.  Wink
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Re: Pirates, Privateers, and Other Miscerents
« Reply #62 on: November 01, 2007, 02:07:09 PM »
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A proposal? Interesting....
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In Turn they tested each Clan namesake in trial against the Ice Hellion's mettle. Each chased the Ice Hellion, hunting it down. All failed to match the predator's speed and grace. Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
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Re: Pirates, Privateers, and Other Miscerents
« Reply #63 on: November 01, 2007, 02:37:38 PM »
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Quote from: Takiro on October 29, 2007, 08:36:53 PM
Great! Good to hear Kit. I've got a proposal for all you guys coming up soon.  Wink

Ahhh....
Can´t wait to see what you have for us..... Cheesy

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Re: Pirates, Privateers, and Other Miscerents
« Reply #64 on: November 06, 2007, 03:11:32 PM »
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Interesting.
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In Turn they tested each Clan namesake in trial against the Ice Hellion's mettle. Each chased the Ice Hellion, hunting it down. All failed to match the predator's speed and grace. Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
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Re: Pirates, Privateers, and Other Miscerents
« Reply #65 on: November 12, 2007, 01:38:57 AM »
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 updated and moved Smiley
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Re: Pirates, Privateers, and Other Miscerents
« Reply #66 on: November 17, 2007, 11:03:55 PM »
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Wow, alot of reading to do. I'll have to sort through this tommorow LG. Looks good.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #67 on: December 14, 2007, 02:44:46 AM »
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Alright, I am back.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #68 on: December 14, 2007, 07:11:21 AM »
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Hey welcome back! I'm here too. Been extremely busy. Sorry for not posting much. Times are tough. Did you see the Underworlds thread Kit? What do you think? Talk to you later.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #69 on: December 15, 2007, 11:34:49 PM »
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Haven't looked around all that much unfortunately.  I will have to go read it.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #70 on: January 06, 2008, 01:03:54 AM »
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Terran Republic Intel Report




Report prepared by : J. M. Howe and R. A. Blane


Privateers File: Jolly Rogers

 This group of privateers are made up of elements of the Star leagues 295th Mech Division
and the 1st Royal Naval S.O.T. Which returned to the inner sphere a few years ago. Well most
of the personal from theses two units have set up home on a backwater world of Blackstone
and refuse to even talk to most outsiders a small group of them have taken up arms and sided
with the terran republic in its fight to survive.
 
Short History of the commands that make up the unit
Star League 1st Royal  Naval S.O.T. " Jolly Roger's "
  Star League Navy formed the 1st Royal Naval Speacil Operations Taskforce shortly
after the end of the Reunification War. The Taskforces job was to hunt down pirates and
privateers hunting down Star League members merchant ships . The taskforce was split into
six command area's and supplied with four Military supply ships as well as a large number of
Q-ships that would act the part of a merchant but in fact where military dropships . The
taskforce also was assigned a routing Star League Marine CAAN reg as a ground assualt force
as a pirate's base was found .
   For the next three hundard years this taskforce would keep the space trade lanes largly
free of pirates . The coming of the Amaris Coup tho would test the command as they became
one of the first star league commands to run into the Periphery Mech divisions and their
jumpships. One of the units military supply ship is believe lost to them that was based out
of the Rim World Republic.
 The taskforce would call all their ships from all parts of the star league to aid the star
league army in combating theses forces. The Coup that followed would make these battles
small in comparsion to those that where required to retake the TH.The navy assigned then
with the 8th Royal Marine CAAN reg to guard supply missions. These units would account for
the safe deliever of supplies from the captured RWR planets to the front line as well as to
hunt down a large number of Pirates/Privateers that had joined the side of amaris.
 When the call for the exodus came the Jolly Rogers refused to leave the inner sphere and
stayed . Well the unit was courted by all sides the unit at first appeared to almost sign on
with the terran republic but the republic made demands that the unit refused to agree to
in the end the unit one night gathered all its personal,dependents,and supplys boarded their
dropships and departed the terran republic space. The units ships where last seen in the
newly formed Rim Protectorate before all sight of them where lost.

295th Mech Division "Blue Star Division"
 The 295th division served with honor and courage during the invasion of the RWR and the invasion to liberate the TH. The command  survived the invasions with moderate damage and was choosen to be rebuilt to full strength with elements of other commands  choosen to be to badly damaged to be rebuilt at the time . The result was that the division had four brigades instead of the normal three. The division was then sent  to its homeworld in the lyran commonwealth to await orders . When General Kerseky gave the order for the exodus the 295th gladly agreed to go with with him. Dispite their best efferts the units jumpships suffered a number of major equipment failures that delayed their departure from their homeworld untill well after the general had disappeared from known space. Dispite the odds against finding him the unit decided to attempt to meet up with the exodus fleet in deep space. The unit was last seen in a Rim Protectorate space before disappearing from the inner sphere.
 
Their Return
These two units wouldn't be seen again in the inner sphere for almost ten years.Their
return was first noticed when wild rumors of a star league fleet coming to the aid of a
backwater world in the Rim Protectorate.
 The planet Blackwater had come under attack by pirates and had issuied a distress signal
which the star league units had responded to.The pirates surrenderd when they seen what was
coming after them.The two units have been on blackstone ever since and with the recent
treaty signed with the planetary government it does seem as tho the units have choosen
blackstone as their new home.
 The major powers all sent employment offers to the units but where turned away with the
statement "At this time the Star League Defense forces on planet weren't intersted in
joining any side of the current conflicts occuring". The Rim Protectorate government has
gotten some unasked for aid from the units as it secured the blackwater system and patrols
the near by systems to keep them free of pirates.


Recent activity
The recently openning of the Admiral Lola Military school on blackstone and its open
recruitment policy to any person no matter of nation seeking a education does appear that
the two star league commands have started to come out of their isolation. Another appearance
of this is in the formation of a new shipping company based out of blackstone.
  The most striking news is the formation of a privateering group that uses the name Jolly
Roger's .This group appears to be rogues as the units on blackstone have said they don't
operate with permission of the council and are considered rogues as the council hasn't
approved the Letter of Marque the unit accepted from the Terran Republic.
 
Military action
The privateers have started to raid combine planets as well as attacking and seizing a
number of combine jumpships.The unit appears to use terran republic worlds, uncharted
planets in the perphery boarding the combine, as well as the planet of star's end to operate
out of.The combine recently sent a small force to destory the base on star's end that the
unit was operating out of but it seems the rogues layed a trap for the the combine naval
units and managed to capture the warship assigned as a escort for the operation as well as
capturing or destoring the other jumpships as well as the ground forces. Of some note is
prisoners released from the failed assualt have stated that they fought the 1st royal black
watch reg which is kinda strange as this unit doesn't appear in any listing of either unit.
The warship was sold to the Terran Republic over the protests of the Rim Protectorate
officals even tho the rogues commander stated that the ships damage was beyond the
protectorates ability to repair.

Unit Formation
The privateers split their command between a ground force and a naval force.

2nd N.A.G "Jolly's Rogues"
Commander: Commander Willis Kincad
The privateers naval force  is mostly civilan ships modiefed to carry additional
weapons and military equipment. There are a few older style military ships in group as well as a large amount of aerospace fighters

1st Royal Brigade "Blackwatch"
Commander: Lt.General R.Schmitt
The privateers ground force is strange in that it has a large number of younger personal and
people from terran republic in it. The brigade is a combined arms formation that doesn't
appear to have regiments in it. It is believed this is the command that the DCMS troops
mistook for the 1st Royal Blackwatch Reg on Star's End


( A friend of mine suggested I shorten and only show  what units actaully agreed to be privateers for the republic instead of trying to show everthing which was making for a really long read and in his words a mild case of confusion on who was the privateers )
« Last Edit: January 09, 2008, 02:55:25 AM by LordGrayson »    Report to moderator   67.172.58.125 (?)
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Re: Pirates, Privateers, and Other Miscerents
« Reply #71 on: January 06, 2008, 05:40:45 AM »
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I do not know about the 295th.
And most of your "there" are "their" but an interesting reading on privateers.
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In Turn they tested each Clan namesake in trial against the Ice Hellion's mettle. Each chased the Ice Hellion, hunting it down. All failed to match the predator's speed and grace. Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
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Re: Pirates, Privateers, and Other Miscerents
« Reply #72 on: January 08, 2008, 01:30:19 AM »
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there a problem with the 295th ?
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Re: Pirates, Privateers, and Other Miscerents
« Reply #73 on: January 08, 2008, 01:44:44 PM »
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About them being "left" behind, although after a second careful reading, your explanation is good.
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In Turn they tested each Clan namesake in trial against the Ice Hellion's mettle. Each chased the Ice Hellion, hunting it down. All failed to match the predator's speed and grace. Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
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Re: Pirates, Privateers, and Other Miscerents
« Reply #74 on: October 23, 2008, 10:37:39 AM »
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Hey gang just wanted to revive this thread for Underworlds. Why don't we call this section Rogues. Think that fits Privateers, arms dealers and pirates handsomely. Couple of notes. We can't go into the Periphery as reliable information is non existent out of that region but any activity occurring within the bounds of the InnerSphere should be fair game. What do you want to see on Pirates?
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Re: Pirates, Privateers, and Other Miscerents
« Reply #5 on: February 21, 2010, 12:07:52 AM »

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Re: Pirates, Privateers, and Other Miscerents
« Reply #75 on: October 24, 2008, 05:09:43 AM »
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Pirates would probably be made up most out of:
Mercs/Privateers that fell on hard times
AWOL Military formations
Businesses that don't worry about the gray areas of the law (this should be treated at least initially as a separate issue as this is more of a mafia even if it is piracy)

True pirates would basically be more or less desperate groups at this point in time.  Their equipment would be more or less in a state of disrepair and so they prey only on those they know they can defeat.  Eventually of course there would be groups who become more successful and have access to better maintained equipment, setting up a pirate lord type thing where they have found some sort of uncharted habitable planet to conduct operations from.  This would be the exception rather than the rule, though.  Most pirates groups probably either get hunted down (in the long run), disband, or dissolve as internal tensions tear the unit apart.

New pirate units probably tend to hit lightly defended areas where there is little risk despite the small payoff.  They simply cannot afford more risk than that (unless they are really desperate).  Pirate lords, on the other hand, can probably pull together resources to do stuff to hit military supply bases or raid major companies or some such.  They won't be able to do this often, but maybe it wouldn't be out of the question that once a year (or every other year) they could make an attempt at major heist.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #76 on: December 04, 2008, 09:49:31 PM »
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Hello again all I was talking with Kit about Privateers for Underworlds and wanted to repost some of my random brain storming here for discussion. Enjoy!

Privateers deal mostly with trade as I see it, they essentially are licensed raiders of commerce after all. Plus with Arms Dealers being introduced here as well should we expand this section to Profiteers? This would encompass anyone trying to make money on the war, little different from Criminal Enterprises like the Syndicate.
Of course will need an opening to the Regent on this subject
Privateers, are they Pirates or Mercenaries? Neither of course but the question is still a good one to fit in of course. I think we addressed this already.
Privateers Guild? Freebooters Union? Some type of organization modeled after the growing Mercenary Guild might be a good idea. Again think we mentioned this but was thinking do you think the mercs would try to crush it? Jealously? Don't want these guys horning in on their turf.
And as I think of it the Merc Guild should probably get a mention cause they are the ultimate war profiteers.
Did the Terrans start this current wave of Privateers? During its inception the Free Worlds League used Privateers extensively, might be funny if they decry the practice now.
What are Privateer operations like today? Due they operate from formerly shared worlds or high trade areas? What do the space lanes look like? This might be a very good question to define. We should exam shipping of each nation as it is key to Privateering. Also what is the effect of Dragooning each nations merchant fleet? How do Privateers avoid such a fate or perhaps Privateering is a way to earn exemption.
Who are these Privateers? Merchants left without their trade, Nobles out for adventure, or perhaps Pirates seeking legitimacy??
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Re: Pirates, Privateers, and Other Miscerents
« Reply #77 on: December 05, 2008, 10:50:28 AM »
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So many questions Takiro.... Grin

Hmmm... War profiteers... this could be interesting, though I have no idea how to implement this.

I think that privateers will act as both Pirates and Mercenaries, depending on the situation they are in and depending upon the degree of control their respective employer exerts.

And I think that "real" mercenaries will look down upon privateers.

As for who these privateers are I think that all of your proposals are valid(though personally I like Nobles out for adventure the best).

Just my two € cents.

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Re: Pirates, Privateers, and Other Miscerents
« Reply #78 on: December 09, 2008, 04:55:27 PM »
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Trying to crush them? Why? They are not really playing in the same field.

Who started Privateers?
What about Kurita? With their aggressive business model, this could be a solution.

I do agree that they need to operate near "big" commercial outposts or lanes.

Should they operate with JumpShips belonging to them, the State or a Merchants or Privateers association (with the last two proposals, there would be a price to pay for each move)?

Could there be a kind of Tortuga Island?
The problem with such a concept is that Privateers of different nations would have to share the same planet but something like Solaris could work.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #79 on: December 10, 2008, 04:46:29 AM »
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1) Who Started Privateers?

The way I envision it the Terrans start it as a way to hurt foes with little direct risk.  The Cappies (the next weakest nation) are just on their heels.  They are followed after a bit by the FWL and House Steiner (more or less at the same time).  House Davion joins later kicking and screaming as their white hat-ness doesn't enjoy such cowardly tactics but their battering at the hands of the DCMS forces their hand.  The Combine, at the release of the book, would still be holding out and be suffering for doing so (if Kurita frowns on Mercs I very much doubt that they would embrace something as dishonorable as sanctioned thieves).

2) Jumpships...?

I expect some wildly successful groups would end up with their own Jumpers, but most probably instead lease them.  Hitch a ride on a ship going the way they need to be going, then arrange for a pickup at a predetermined time.  That sort of thing.  There is also the potential they could capture their own jump ships (what better prize for a privateer to take?) if they can convince their employers to let them keep it (tricky given that Jump Ships will need to replace more traditional troop transports).

3) Tortuga Island?

... ... ...  POSSIBLY.  But there would likely be several and they would be nation specific.  Effectively I expect that each nation that uses privateers would ultimately have something like an organizing body located on one of their planets.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #80 on: December 10, 2008, 06:56:05 AM »
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Leads to an interesting discussion. Where are Privateer Dens? Bases for Privateers. Obviously near major trade routes. We should outline major commercial planets of this time who rely or relied on commerce. Now every planet did yes but I'm talking about stand outs.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #81 on: December 10, 2008, 02:19:42 PM »
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Or hiding in asteroid fields, old mining facilities.... and having Merchants come to pick the goods.
This could create interesting links between the different people (Merchants, Privateers, authorities...).

The only problem with this idea is the lack of mobility of the Privateers.
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Re: Pirates, Privateers, and Other Miscerents
« Reply #82 on: December 10, 2008, 02:50:21 PM »
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Quote from: Takiro
Privateers deal mostly with trade as I see it, they essentially are licensed raiders of commerce after all. Plus with Arms Dealers being introduced here as well should we expand this section to Profiteers? This would encompass anyone trying to make money on the war, little different from Criminal Enterprises like the Syndicate.
Privateers are strictly speaking privately funded commerce raiders. A privateers job is to make a profit for whoever funded the unit. To be legitimate a privateer needs a permit from a nation to wage war on it's enemies, technically privateers are also bound by certain RoE. Unlike war profiteers privateers make their money from hitting the enemy and supplying their nation with a cheap privately funded raiding force.

Quote from: Takiro
Privateers, are they Pirates or Mercenaries? Neither of course but the question is still a good one to fit in of course. I think we addressed this already.
The line between piracy and privateering is a thin one, indeed the close relation is one of the main reasons privateering was banned. Pirates often hid behind privateering permits and originaly "honest" privateers to foten crossed the line into piracy as soon as the war they were comissioned for was over. Privateers are however not mercenaries, mercs are payed to fight while no privateer or pirate will ever pick a fight if it can be avoided or unless the odds are overwhelming in their favor.

Quote from: Takiro
What are Privateer operations like today? Due they operate from formerly shared worlds or high trade areas? What do the space lanes look like?
Privateers likely operates from the worlds of their sponsor nation. They likely stay clear of the major trade routes since they are more likely to run into military units there and prey on the fringes of the enemy. The material probably ranges from converted merchants to dedicated fast assault dropships with a few fighters and several assault shuttles, privateers have to capture ships.
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