> Indeed, the chapter 13 is clearly based on the Ultra-Tech concept of > the distort belt. According to the Veh Sighting and Detection sidebars > the TL10+ Deceptive Jammer only affects active sensors and the passive > sensor jamming is for some unknown reason strictly limited to 'IRH' > missiles only.
Oops. I should have remembered. > Also, instead of having to buy those LSFs, the tramp freighter > might be able to hire a few mercenaries with their own fighters > for a particularly risky but profitable route. Especially > megacorps tend to use mercenaries (more 'expendable' assets > than regular employees), if they cannot or do not want to send > in their own corporate security forces. I see no chance for the pirates to capture fighters unless they start out with fighters, unless they seriously plan to go after escort starfighters in their mothership. Which leads to the famous chicken and egg. My current idea is this series: * An unarmed shuttle or insystem (STL) trader. * A marginally effective tramp trader, with a popgun for asteroid defense or to boost the skipper's ego. * A series of increasingly larger and more cost-effective traders, of course with a higher absolute cost so they move only between more prosperous systems. * Finally a liner or large freighter with an armament that would fit a small warship, to guard the high-value cargo against pirate scum. * Return to the shuttle, make it 'cheaply made' to represent wear and tear, dump redundant systems, but add surplus weapons from a liner. The first pirate. * Revisit the tramp trader, delete a couple of systems, then refit with parts from the pirate shuttle. This is the first victim after capture and conversion. Proceed to capture the next ship. * etc. At all steps, the pirate will be smaller (more agile?) than the prey, lightly loaded with cargo holds converted into bunkrooms, and slightly better armed. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
