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A different paradigm for naval warfare (and maybe even piracy?)

Don't forget Sol's vector too. That makes the 33.6 hour path longer and more oddly shaped.
have to look up sol's speed.

http://solar-center.stanford.edu/FAQ/Qsolsysspeed.html

speaking of stars, how often will the local jump star 100d or the local target star 100d get in the way? if the target world is on the far side of its local star 100d it might take a 2G ship a week or two to get around it. same thing outgoing. sometimes even both.

interesting. a world could be only J1 away, but for months at a time economic activity with it could be severely curtailed. would have a big military effect as well.

try modeling that on a hex map.
 
Originally posted by veltyen:

In one of the games I ran (where the players were in a real warship) they met a slightly insane Vargr at a gas giant. The players had an antique heavy destroyer/light cruiser. The vargr was in an antique light fighter. The vargr declared that this was his Gas Giant, and anyone scooping needed to pay him tribute. The level of the tribute was low (1Cr per dTon scooped if I recall correctly, adjusted by how well armed the scoopee was). The vargr had no legal standing to declare this, but was armed.

Is this piracy?
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Nah, not at all! Sounds like free enterprise, to me. Provided the (seemingly crazed, maybe crazy like a fox) Vargr has the wherewithal to defend (legally or otherwise) his claim to 'his gas giant', sounds like he is providing goods for a price. That's the free market there... and that makes him an entrepreneur, not a pirate, even if his business is a monopoly. :D
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Bill has a point, one that I didn't want to get into regarding star velocities <g> primarily because that is one bit of data not available in a traveller Universe. It would also perhaps require looking at how the mapboard would change after 1,000 years ;)

Having said that - I myself favor the use of Marc Miller's JTAS ONLINE article. I also favor the use of Solar diameters on the same scale as using a gas giant's diameter as an impediment for jumps (ie 100 diameter rule). I'm not so hot about the GURPS TRAVELLER universe rules that an object exerts a jump shadow. It never was an issue in CT - and the proof of the pudding is that once you enter Jump space, you never have to worry about premature exit from jump space because your path intersected a rogue planet. That smacks too much of the West End games STAR WARS rules to me ;)

In any event, lining one's self up for a truly perpendicular jump plot to a planet requires that the planet be at just the RIGHT spot of its orbit compared to where the originator's jump starts. The planet has to be RIGHT at the tangent of a line drawn from the place of jump space entry to where the planet's orbit is AND where the planet will be at the time of jump exit. That happens what, twice yearly (target planet's year, not Earth years)?
 
Originally posted by Aramis:
And number 2 isn't entered into canon (that JTAS article was specifically a variant) until TNE.

so... off to check some data... Hmm... a 200d window (which would be T-100 to T'-100 is the same size as 24 hours of movement for Earth.

For a world in a further orbit, that's also a slower orbit.... Now, hitting mercury would be a nightmare.... it moves faster, and is smaller.

As to time taken... various rules have various amounts of specification... 150+6d6 hours is what I typically use (SSOM, IIRC). So that centrally clusters to a typical of 168-174 plateau.
So, for most hab-zone worlds, that means most ships can just aim for the central point, and will precipitate out reasonably close
I find it interesting that you use that game mechanic


As you say, the more likely result of jump exit will cluster about the 150 + 6 x 3.2 hours. The more dice you use in any random die roll, the more it clusters near the average. So more often than not, your ship will exit jump space around 171 hours. I find it perhaps ironic that None of the Traveller game systems ever tied the exit from Jump space on the actual navigational roll. Navigation as a skill does what in the game? ;)

What I find interesting with 6d6 as the determinant of how much a ship misses the exit time from jump space, is that statistically, a ship will exit jump space 10% too early or 10% too late, only .0043% of the time. Also, it isn't exactly +/- 10% either. +/- 10% gives a range between 151.2 hours and 184.8 hours. The 150+6d6 results in a range between 156 hours and 186 hours. Shifting it to 148 hours plus 3d6 results in a range of 154 hours to 184 hours. Still not quite the +/- 10%, but closer.

What perhaps should be done for Jump space exit "accuracy" is to treat it as a "Perfect navigational exercise results in zero deviance from plotted exit time". A crit success in other words. If you do not make a crit success, then each level of success higher than bare minimum results in a smaller deviance, while a barely successful navigational roll results in the most possible deviance for exit from Jump space. This way, those navigators who have navigation 3 are worth their pay versus those who have navigation 1 or even navigation 0 in CT. Something to consider
 
While I'm thinking about it? When referring to the issue of "canon" and something Marc Miller wrote one way or another - I'd be curious about what exactly it is that Marc wrote and when. The last thing I can recall reading about Jump Space that Marc wrote, was something he wrote for JTAS in its electronic incarnation. Is that what you guys are referring to? TNE predates (as best as I know) the electronic version of JTAS - which is what puzzles me now
 
Something to consider
yeah, considered it and did something similar years ago. but most players are interested in combat and social interaction, not navigational mechanics, so navigation usually winds up being an NPC thing.
 
Originally posted by Black Globe Generator:

Piracy is a social institution, and needs to be understood in this context...

...That pirate's starship is like the nomad's horses - a means to an end, with the end in this case not just plunder but rather living defiantly outside the norms of society. Pirates inhabit a subculture where risk is its own reward, where an honest credit earned is accounted less than a bloody credit brazenly stolen. Risk-taking is integral to the pirate subculture - the more cunning or brazen the tactic, the greater the pirate's prowess among her peers. A pirate doesn't wish she was a wealthy merchant - in fact, she disdains the merchant's comfortable lifestyle.

Yes, undoubtedly a few pirates follow the course of Henry Morgan, from pirate to gentry, but those are the exceptions, not the rule. Most pirates accept - no, they embrace - the possibility of meeting their end in the cold of space in exchange for the wild thrill of the hunt, for earning the respect of their peers by their daring, tenacity, and skill, and, perhaps most important of all, living by the social norms that they create for themselves, not those which are imposed upon them.

This is why I consider myself a Yo-Ho-Hoer. Up-thread Bill Cameron [1] mentioned the idea that some pirates are essentially dumb enough to try attacking merchants ships at the 100D limit, in the very teeth of armed traders and prowling warships. Clearly there are few things more dangerous to attempt, but IMTU that's exactly why they are tried time and again - because pulling off this most dangerous of tactics earns a pirate something far more valuable than mere plunder: Reputation. Prowess. Status. Prestige.

IMTU pirates attack ships away from the main "shipping lanes" (that is, away from the 100D limit), such as intrasystem traffic. They raid settlements. They hijack starships in motion, or steal them from starports. Their favored prey are smugglers, that is, those merchants who choose to operate outside the law (read: social norm) and who are equally interested in avoiding things like patrol cruisers or customs cutters.

And they seek their prey at the 100D limit as well. They use subterfuge, from fake distress calls to posing as a patrol vessel. They work with hijackers already positioned aboard a merchant, to attack from without and within. They work in teams of multiple ships to lure away system defense boats.
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Very well put, Mister Generator! Your statements certainly ring true as far as my experience is concerned. In the course of my career, I have rubbed elbows with ship crews of (nearly) every stripe; some of which were almost certainly engaged in piracy at least some of the time. While keen to avoid law enforcement, many of them make no secret of their vocation, and take a professional pride in their work, as you have said.

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I believe you are right; pirates oftentimes tend to prey upon smugglers, members of the nobility, crime syndicates and even upon other pirates: those concerns already engaged in enterprises of dubious legality, or otherwise with something to hide. Obviously, those people will be unlikely to report any (reasonable) loss to the authorities. Thus, much pirate activity is never reported. The problem of piracy is more widespread than the Imperial Navy would like you and me to believe.

Originally posted by Black Globe Generator:

And sometimes they will launch that most brazen, most daring, and most foolhardy of attacks, "unfurling the Red Jack" (pirate flags were originally red, not black) and raking a merchant's engine room with laser fire (Gunner Select programs are a must for pirates) then swarming over her hull in vac suits with breaching charges and laser rifles in hand.
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While the Red Jack may predate the Jolly Roger, I believe most corsairs carried both at one time. The Jolly Roger was run up as an indication that parley was possible, and that the target ship's crew's lives and passengers' lives might be bought by sacrificing treasure, in the form of gold and goods. The Red Jack, on the other hand, indicated that no negotiation was possible and that, upon capture, no mercy would be shown. Indeed, those who survived the onslaught were often dealt with in the harshest possible ways. Hence the pirates' bloody reputation, and not entirely undeserved.
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Originally posted by Hal:

...more often than not, your ship will exit jump space around 171 hours. I find it perhaps ironic that None of the Traveller game systems ever tied the exit from Jump space on the actual navigational roll. Navigation as a skill does what in the game? ;)
...
What perhaps should be done for Jump space exit "accuracy" is to treat it as a "Perfect navigational exercise results in zero deviance from plotted exit time". A crit success in other words. If you do not make a crit success, then each level of success higher than bare minimum results in a smaller deviance, while a barely successful navigational roll results in the most possible deviance for exit from Jump space. This way, those navigators who have navigation 3 are worth their pay versus those who have navigation 1 or even navigation 0 in CT. Something to consider
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An outstanding point, Hal. We can only hope the problem of astrogation as it applies to jump coordinate accuracy will be more clearly addressed in Traveller5.
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Hi !

Hal, I guess the non-controllable aspect of jump time is a Traveller core feature. So I would not touch this.

Anyway navigation skill really should have an effect. The MT ruleset offers reduction of in-system traveltime for higher navigation skills, e.g. 40 % reduction using a Navigation-5 skill.

regards,

TE
 
Okay, I finally have a few minutes to reply!
Originally posted by atpollard:
Is the logical extension of this attitude not the expansion of piracy from a “mad dog” ship to a “terrorist nation”? In historical terms, that would liken pirates to the Mongol Hoards invading Europe to loot Rome.
Yes, with a couple of caveats. First, pirates are in competition with one another as well as with established authorities, so this tends to be a destabilizing influence that works against creating a cohesive "pirate polity." This could range anywhere along a spectrum from, "No honor among thieves," to friendly competitors trying to outdo one another's exploits.

The nature of jump travel and communications also acts as a limiting factor for unified action - pirates generally can't match the fleet of scouts and couriers available to the Imperial Navy. (That said, I think the concept of the lone raider isn't particularly accurate either - IMTU pirates may have a main raider, such as a purpose-built corsair or captured patrol curiser, but they will also have a captured trader as a supply ship and a seeker as a scout ship, a vessel that can land at a starport without attracting attention to look for worthwhile targets, gather information on defenses or patrols, and so on.)

Even with these limitations, however, you may see a charismatic leader emerge from time to time, pulling together a small fleet to conduct a raid on a rich targe like a convoy or a planet - Henry Morgan's attack on Panama is a good historical example of this, and as Liam Devlin notes, the definitive canonical example from Traveller is the Vargr corsairs.

The idea of the "pirate polity" is an interesting one. IMTU there is one polity, the Zultanate al-Amyi, that could qualify as such. The obvious question is why the Imperium would allow such a state to exist, if it poses a direct threat to Imperial commerce. My response to that is, first, the al-Amyi pirates are as likely to raid the Imperium's rivals in the region as they are the Imperium, and second, one doesn't kick over a hornet's nest unless or until one is ready to be stung repeatedly. What is lost to the al-Amyi pirates each year isn't worth the widespread chaos that would result from a concerted effort to eliminate the threat at its source - pinpricks are preferable to opening a vein, in a manner of speaking.
Originally posted by flykiller:
but it seems to me that if you have an entire culture devoted to piracy as a challenge to the official norms then this would attract the official and formal attention of both the nobility and the imperial navy.
And we know this to be true from canon, of course - protection of commerce is repeatedly cited as a primary duty of the Imperial Navy.

Because pirates are nomads, however, they can simply melt away more readily that the IN can hope to pursue, particularly along the frontier. Using fleet assets to pursue pirates is like trying to kill mosquitos with a sledgehammer, which is why most commerce protection is done by patrol cruisers or escorts operating independently or in small flotillas.
Originally posted by flykiller:
pirates are not combatants, they're rag-tags who have to lurk in the corners, pick and choose their targets, and avoid formal attention. ambushing a compromised merchant or a police boat is one thing, but facing off against a light cruiser or a company of imperial marines just doesn't seem all that glorious.
Agreed. Pirates display prowess by cunning as well as courage - they're risk-takers, but they're not suicidal!

SGB - Steve B touched on this as well...
Originally posted by SGB - Steve B:
Well - terrorism has attracted attention of the world's societies today - we still seem to have a heck of a time stamping it out. Largely because a huge culture has decided to support it (even if their governments do not.)

Corsairs near the borders may have the same types of advantages granted from "civilized" societies providing aid and comfort - officially or otherwise. Some may be rag-tag, others may be highly organized. DOTS (Depends On The Situation)
Absolutely - planets may become pirate havens (or pay "tribute" to keep pirates away, the classic protection racket!), and nobles or even naval commodores may be in cahoots with the pirates (or even engage in a little piracy themselves!). The pace of communications coupled with the sovereignty of worlds in the Imperium make this more likely, not less.

The Mugwumps will counter by saying that as soon as someone, say, the sector duke, notices that piracy is a problem in a particular area, then the locals will find the weight of the Imperium bearing down on them. That may be true, but the threat of authority has never stopped the truly criminal from pursuing their trade, and piracy is a moving target, one which the Imperium can only land a series of sharp blows but can never hope to knock out.

Personally, I think the Mugwumps assume a little too much efficiency and not enough corruption on the part of the Imperium in any case.
Originally posted by Arthur hault-Denger:
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Very well put, Mister Generator! Your statements certainly ring true as far as my experience is concerned. In the course of my career, I have rubbed elbows with ship crews of (nearly) every stripe; some of which were almost certainly engaged in piracy at least some of the time. While keen to avoid law enforcement, many of them make no secret of their vocation, and take a professional pride in their work, as you have said.
In my previous post, I was thinking of what in Traveller might be considered "career pirates," that is, those who would qualify for the Pirate career.

That doesn't even begin to touch on opportunists like belters looking for a quick stake by grabbing a cargo shuttle's contents, terrorists looking to cause a sensation, corrupt patrol commanders extorting merchants, and what I fondly call "low-level trade war," rival independent merchants who trade shots at one another, or subbie skippers that want to get a free trader off their route.
Originally posted by Arthur hault-Denger:
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I believe you are right; pirates oftentimes tend to prey upon smugglers, members of the nobility, crime syndicates and even upon other pirates: those concerns already engaged in enterprises of dubious legality, or otherwise with something to hide. Obviously, those people will be unlikely to report any (reasonable) loss to the authorities. Thus, much pirate activity is never reported. The problem of piracy is more widespread than the Imperial Navy would like you and me to believe.
Most definitely, for the reasons outline above.
Originally posted by Arthur hault-Denger:
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While the Red Jack may predate the Jolly Roger, I believe most corsairs carried both at one time. The Jolly Roger was run up as an indication that parley was possible, and that the target ship's crew's lives and passengers' lives might be bought by sacrificing treasure, in the form of gold and goods. The Red Jack, on the other hand, indicated that no negotiation was possible and that, upon capture, no mercy would be shown. Indeed, those who survived the onslaught were often dealt with in the harshest possible ways. Hence the pirates' bloody reputation, and not entirely undeserved.
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I believe it was the other way 'round: the Red Jack announced that a ship was a privateer, and the black flag indicated no quarter would be given.

Unfortunately all my good pirate books are packed away right now, so I concede that may just be my faulty memory. :(
 
What is lost to the al-Amyi pirates each year isn't worth the widespread chaos that would result from a concerted effort to eliminate the threat at its source - pinpricks are preferable to opening a vein, in a manner of speaking.
(sounds like the rich man whose wife's credit card was stolen, and he didn't report it, because the thief spent less than his wife)

organized piracy is preferable to disorganized piracy? only if organized pirates steal or kill less - but then why would they organize?

pirates need infrastructure - a place to relax, live, maintain their ships, and fence their loot with no questions asked. piracy succeeds only if this structure remains unmolested. shutting it down will reduce piracy, not increase it. if the imperium knows where such a place is or might be I can't see them leaving it alone.

and while pirates can easily run from pursuing forces, they must always return to where they get their loot. whereever ships or goods are disappearing, that's where the pirates are. a few companies of marines stationed here and there, a few q ships, a few patrols, a few investigations and raids ("and you say these jump drives came from which shipyard?"), a few sting operations, and pirates who are living on the edge financially and technically and logistically will suddenly find their careers are much more difficult.
 
Originally posted by flykiller:
(sounds like the rich man whose wife's credit card was stolen, and he didn't report it, because the thief spent less than his wife)
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Originally posted by flykiller:
organized piracy is preferable to disorganized piracy? only if organized pirates steal or kill less - but then why would they organize?
The al-Amyi did not organize to become pirates - they are a culture in which the pirate is a respected member of society. It's also a fractious society - they tend to raid each other as well as their neighbors.
Originally posted by flykiller:
pirates need infrastructure - a place to relax, live, maintain their ships, and fence their loot with no questions asked. piracy succeeds only if this structure remains unmolested. shutting it down will reduce piracy, not increase it. if the imperium knows where such a place is or might be I can't see them leaving it alone.
Occupying dozens of systems scattered over three subsectors a dozen parsecs beyond the Imperial border with marines and starships, to deny the pirates their infrastructure, is an incredibly inefficient use of Imperial credits - the loss in shipping to the occasional pirate is nowhere near as costly. Instead the IN puts its resources into convoying merchants along the frontier, and the Imperium works with its client states beyond the border to help keep the al-Amyi in check.
Originally posted by flykiller:
(and while pirates can easily run from pursuing forces, they must always return to where they get their loot. whereever ships or goods are disappearing, that's where the pirates are. a few companies of marines stationed here and there, a few q ships, a few patrols, a few investigations and raids ("and you say these jump drives came from which shipyard?"), a few sting operations, and pirates who are living on the edge financially and technically and logistically will suddenly find their careers are much more difficult.
No one ever said the life of a pirate was easy - but that's the whole point of my original post: THAT'S THE APPEAL!
 
Originally posted by Arthur hault-Denger:
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While the Red Jack may predate the Jolly Roger, I believe most corsairs carried both at one time. The Jolly Roger was run up as an indication that parley was possible, and that the target ship's crew's lives and passengers' lives might be bought by sacrificing treasure, in the form of gold and goods. The Red Jack, on the other hand, indicated that no negotiation was possible and that, upon capture, no mercy would be shown. Indeed, those who survived the onslaught were often dealt with in the harshest possible ways. Hence the pirates' bloody reputation, and not entirely undeserved.
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Originally posted by Black Globe Generator:
I believe it was the other way 'round: the Red Jack announced that a ship was a privateer, and the black flag indicated no quarter would be given.

Unfortunately all my good pirate books are packed away right now, so I concede that may just be my faulty memory. :(
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Strictly for clarification, and not to nitpick, (my buccaneer texts are likewise in storage from transport):

"The origins of the term "Jolly Roger" are unclear. One theory is that it comes from the French term "joli rouge," ("red beauty") which the English corrupted into "Jolly Roger". This may be likely as there were a series of "red flags" that were feared as much, or more, than "black flags". The origin of the red flag is likely that English privateers flew the red jack by order of the Admiralty in 1694. When the War of Spanish Succession ended in 1714, many privateers turned to piracy and some retained the red flag, as red symbolized blood. No matter how much seamen dreaded the black pirate standard, all prayed they never encountered the joli rouge. This red flag boldly declared the pirates' intentions: that no life would be spared. In combat practice many merchants were surprised when a fast ship changed a fellow national flag for the more portentous Jolly Roger, which was the desired effect"
...
"At first sight, it might seem a bad idea to forewarn your quarry by flying the Jolly Roger. However, its use may be seen as an early form of psychological warfare. A pirate's primary aim is to capture the target ship intact along with any cargo it may be carrying. With a sufficiently bloodthirsty reputation, a pirate flying the Jolly Roger could intimidate the crew of a target ship into surrender, allowing the ship to be captured without firing a shot. For example in June 1720 when Bartholomew Roberts sailed into the harbour at Trepassey, Newfoundland with black flags flying, the crews of all 22 vessels in the harbour abandoned them in panic.[2] Typically, if a ship then decided to resist, the Jolly Roger was taken down and a red flag was then flown, indicating that the pirates intend to take the ship by force and without mercy, according to several historians and the History Channel. It was hoped by many crews that this course of action would help spread the word that resistance was a poor idea for ships."

from the Wikipedia entry for 'Jolly Roger'

I looked it up to satisfy my own oft less-than-perfect recollection. I'll wager most folks are unaware that the 'Dread Pirate' Roberts (aka Black Bart) was an historical personage of Old Terra, and not merely a legend.
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Originally posted by flykiller:

organized piracy is preferable to disorganized piracy? only if organized pirates steal or kill less - but then why would they organize?

pirates need infrastructure - a place to relax, live, maintain their ships, and fence their loot with no questions asked. piracy succeeds only if this structure remains unmolested. shutting it down will reduce piracy, not increase it. if the imperium knows where such a place is or might be I can't see them leaving it alone.

and while pirates can easily run from pursuing forces, they must always return to where they get their loot. whereever ships or goods are disappearing, that's where the pirates are. a few companies of marines stationed here and there, a few q ships, a few patrols, a few investigations and raids ("and you say these jump drives came from which shipyard?"), a few sting operations, and pirates who are living on the edge financially and technically and logistically will suddenly find their careers are much more difficult.
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As stated in previous posts, the pirate lifestyle is a nomadic one. Why assume they are territorial, or that they would fence captured materiel? It would be extreme folly for the pirate crew to fall into this trap. Barter, sharp dealing and out-and-out coercion are far more effective, and keep the pirate in control, which is exactly where he wishes to be.

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Successful pirate crews are not common petty criminals, but skilled professionals engaging in their 'trade' for long term benefit. As with any long term criminal enterprise, success comes primarily from the ability to adapt and move on, remain unpredictable, strictly refusing to 'settle down' into a routine pattern of raid and rest. (Relax?! that's for the ship's holoplayers, startown red light districts, and fat, lazy merchants and nobles). The veteran pirate scoffs at these sensibilities.
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As stated in previous posts, the pirate lifestyle is a nomadic one.
one can't simply slap the word "nomadic" onto a group and say "thus". real nomads are independent. they live off the land, breed their own transportation and food, go where they will because they support themselves no matter where they are. no-one with a starship can do this. they need lifesupport, nuts and bolts, packaged food, rebreathers, gaskets, grease, light bulbs, switches, and on and on, none of which they can produce themselves. they might be as smart as can be, but when the new guys show up and stuff starts disappearing left and right the dumb traders are going to notice.

no matter how "nomadic" they were they could never wander far from the technical and social infrastructure they'd need to survive, much less escape it. and being dependent on the people one steals from makes one highly vulnerable to their defensive actions.
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />As stated in previous posts, the pirate lifestyle is a nomadic one.
one can't simply slap the word "nomadic" onto a group and say "thus". real nomads are independent. they live off the land, breed their own transportation and food, go where they will because they support themselves no matter where they are. no-one with a starship can do this. they need lifesupport, nuts and bolts, packaged food, rebreathers, gaskets, grease, light bulbs, switches, and on and on, none of which they can produce themselves. they might be as smart as can be, but when the new guys show up and stuff starts disappearing left and right the dumb traders are going to notice.

no matter how "nomadic" they were they could never wander far from the technical and social infrastructure they'd need to survive, much less escape it. and being dependent on the people one steals from makes one highly vulnerable to their defensive actions.
</font>[/QUOTE]I see you interpret literally, flykiller the term "nomadic". Very well then...

As an adjective, not a noun, the life of a Pirate is nomadic, till they retire, or are "retired"
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Much like the life of the Free Trader, and the Grey Trader folk they sometimes prey/ rely upon.

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Grey Trader folk: Those who are engaged in the "Grey trade" (see also: Smugglers, tariff dodgers, gunrunners and so forth ) of cargoes (living and inorganic) between the stars. Usually one or more of these acts as a fence for the cunning long-career tendency pirate.

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Free Trader folk: Our typical Player's ship, trying to make ends meet-- to those who call no planet home but their hull and the borders end at the airlock.

TU time, region of space and era also dictate the conditions by which, and where "piracy" flourishes.

May I cite the TNE era?

The Diasporan Starfarer's Mercantile Guild --founded on principles of free trade, competition, and a free-market economy for all (Guild members) and owing no power to any one planet, or interstellar government,stretched across the Diaspora Sector into the Old expanses, and upper subsectors of the Solomani Rim Sector, as well as trailing edges of Daibei from 1165 until the early 1200's.
They did legit cargoes, they did gunrunning, they did piracy (against the Dawn league, and others, yessir).

Likewise the RCES 'Star Vikings' conducted piracy against the Guild, and planets that had seized their vessels, as well as states with vessels the RCES felt they needed more than the "owners" did.

The MT-Rebellion "Hard Times" era (1124-1130)

Raiders were defined into three "general groups"--
"Rippers"--sociopathic killers, with 1-2 ships, who raided and preyed on anything and anyone they could. Usually seen as gruesome killing sprees by serial killers with a jump-capable ship.

"Vikings"--Military deserters from one of the rebellion Factions, looking for a place to hang their hat, usually not finding it. More disciplined, organized, even with internal military discipline still. Extremely dangerous, usually had military warship (1.2-200ktons), seen in bands of 2-5 ships.

"Corsairs"--the classic Pirates, running amok in the lawless shattered Imperium's ruins, preying on those still trying to eke out a living, or rebuild something from the ruins. Bands came in 1-6 ships. Not as organized or as well armed as the "Vikings", but far more ruthless.

Yes--they had "bases", sometimes many, sometimes one or two.

Always on the move--even Nomads have patterns though, wandering across the wastelands, hitting distant waterholes, and civilized spots from time to time, just as planetside ones do. Self sustaining?

Well having ones own mechanics and repair men aboard is one thing as "crew", and another to have thralls socked away at a base who do the heavy work is another.
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Vessels with their own machine shops dedicated to fabricating the nuts, bolts and small parts then would need to stop at non industrial worlds for the grease then, wouldn't they?

And if low on cash, they simply steal it.
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Citing the 1248 era:

There are plenty of robber-baron polities outside the new main powers in 1248, small pocket "empires" whose raiding vessels and states lie beyond the reach of the 4th Imperium, the Freedom League Worlds, the NZS, and the Terran Common wealth.

But the wilds trade corridors are widening, and have been ever since 1228. Merchants do convoy, and some of the larger ships do tend to carry like their ancestors of the previous era a 15dton FTR or two externally.

It is a repeat of previous eras out across the Wilds, a desparate but ebbing battle--the so called "piratical states" give safe harbor to these predators, but dare not let them remain long as the new Great Powers send along a warship or two every once a blue moon with the convoys to add a bit of weight to their words.

In the wilds, there are few places that can build new starships, but many that can offer repairs. Gradually it is felt, attrition will pay off.

Looking to the CT-Golden era age:

Places like "Reaver's Deep" ring a bell?
Marvelous three way circus of a sector between the 3rd Imperium, Sol. Confederation, and the Hierate--and the quibbling states between them.

The Vanguard & Trojan reaches, the Beyond sectors--all outside the Imperium, but sprinkled with Imperial & Zhodani Consulate Client states, and their rivals. Opportunities abound here.

Mssr Manaxh Darkhstarr's website is devoted to piracy, grey trading, etc. Its worth the visit if the links are still up.

He has several good pages of whys, wherefores, and how piracy and smuggling thrives in these regions, despite Zhodani and Imperial Naval presences, and the political intrigues of the region based on trade, trade wars, and so forth.
 
Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by Arthur hault-Denger:
*snip*
Well, I certainly won't dispute Wikipedia and The History Channel.
</font>[/QUOTE]Actually you will find similar information in "The History of Pirats" or similar books often a decade or five older than the Internet. My Enciclopedia (1977 dead tree) has similar information. As had (for the roleplayers) GURPS Swashbuckler and GURPS books on the average are well researched. And there must have been someone who actually wrote all the "plundered by pirates" accounts

As for pirat havens, history is full of them. There is the famous one right of the European coast. No, the other one, Tanger/Marocco. But England is another good example. ;) As is Denmark, Helgoland or Turkey/Konstantinople or those 13 rebellious colonies in the Americas for some time. And don't forget that the Maltese Knights where very successful pirats during their heydays.

In all cases it took a long time for the attacked nations to organise a response (if they did at all) and quite often the response was a failure. They may call themselfs privateers and not pirats but for their enemies there's no difference. OTOH a sucessful privateer makes more money of it's loot than a pirat since the privateer can sell legaly in his home-nation. Repairing a ship in a legal port is also cheaper.

Privateers in Traveller make some sense. Based out of an "independen" nation outside the Borders they use politics as a shield. An attack on a planet to punish the few (Government, Privateers) by pouring orbital fire down on the many makes the Empire look bad. In the Traveller universe "They elected their government, it's their fault as well" more often than not is NOT true after all. Add in the occasional "diplomatic craft" from a nation add odds to the 3I and a consulate close to that important space dock and any attack is a diplomatic affair waiting to happen.
 
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