pirates of the carribean, and other spots

1 posts ยท Jan 12 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Sat, 12 Jan 2002 16:58:48 -0500

Subject: pirates of the carribean, and other spots

> From what I understand, some of these pirate

And in many of the third world regions, I'd assume the distinction between
pirate and coast gaurd might be... somewhat fuzzy.

I know the USCG can take on anything they are likely to encounter (which makes
sense) but if they suddenly had to escort and protect US shipping (all
merchant shipping) from one end of the globe to the other due to a war, would
they be able to do a really good job of this? They probably don't have the
numbers.

The GZGverse has this kind of problem - space
is big, freighting diverse, destinations many. Privateers and Pirates can hit
anywhere. Do I think the NAC CG will be able to defend their ports and key
inner colony systems? Oh yes! Will they be able to stop most piracy even in
smaller colonies? Probably. Once we get out into new colonies, outposts, and
research outposts, we're into other territory. And we are
talking about the biggest coast gaurd/military
out there. Will the PAU be able to prevent any piracy on system fringes? I
have my doubts. Will the IC?

Let us examine briefly the different types of Op we can expect to see:

1) Ship Seizure - for the ship and/or its assets
(done by pirates and privateers). Sometimes ships will be kept and used by
capturing nation
or force, sometimes sold in black market (re-
registered elsewhere with a different ID unit. Where: System fringes just
before or after jump, outrim colonies, research stations, and outposts. You
have to be someplace you can get away with the ship. Occasionally attempted by
"inside job" in more patrolled space where getting the ship away is done by
deception rather than speed.

2) Cargo Seizure - smash-n-grab. Much faster,
less risky (no longer term commitment to prizing the captured ship). done by
both pirates and Privateers. Where: Very populous systems (where the thieves
can get lost
quickly), in-port (ports are busy), system edges
on the way to jump or the way back, and in the further out systems (small
colonies, outposts, research installations, etc). Speed depends on the size of
cargo being taken and its value.

3) Destruction of ship and cargo - This is more
of a military action than a privateer action. But again is undertaken by
raiders or saboteurs in such a way as to give them some chance of escape.

4) Kidnapping - Putting the bag on some or all
of a list of valuable people on a ship. Done
often in-port or in a busy system where the
kidnappers can disappear, or on the outskirts where the ship has some chance
to get away. Often an inside job.

The degree of organization and intel required for some of these ops would
suggest data intrusion on shipping computers or social engineering of shipping
company people or suborning of ship's crew. Promises of stupid amounts of
wealth or blackmail work well here, as always. Privateers may have the benefit
of professionally collected intel and scouting resources and possibly access
to government "cracker teams".

Ship entry teams will be light infantry (possibly in hardshell armour if the
atmosphere or lack thereof requires it). Only in the event where the ship must
be taken in transit is a heavily armed (ie small CV or DD) sized raider
required. otherwise, pinnaces, launches, and ship's boats can likely be used.

So Magic, feel like doing up some work for www.stargrunt.ca on the NAC CG?
Maybe some description of cutters and small ships and some comments on
boarding parties and harbour defense teams? You're our domain expert!:)

Tomb