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Bait Starship

I do suspect that you could catch top tier hijackers as well with a bait ship - you would need the right bait, an unaware organization (aka first time in the sector) . Of course if part of the crew is in on it... well of course it will fail (or maybe not - they may be then prepared to reverse the situation and allow it to intimidate others who try it).

Hidden Compartments with duplicate override bridge controls?
Hidden Compartment with Marine Detachment!

All are possible as long as people don't inspect every inch (and measure to be sure) of a ship
 
I have pirate clans that are the equal of some small nations IMTU.

Think Exosquad pirates that moved on once jump drive was invented.

They play for high stakes, and so every operation is not just a cash grab- it's usually material and tech they cannot produce on their own, occasionally key people.

They operate an unparalleled intel and bribery operation.

That would be the hallmark of professional pirates, not an opportunistic smash and grab or swashbuckling raiding, but knowing precisely what they are going after when, line up the conditions, decoy or bribe LE/Nav, and in general have done a lot of human spywork before a single thruster is lit.

As such, bait ships are going to be tough to foist on them, they are likely to know about it and you'll only catch the 'B' team small fry that are the more opportunistic types.

And yes of course there would be a huge backend business with disposal of ships and goods, they would at times be a threat to doublecross pirates, but in general they are co-conspirators and would be part of the economy and enablers of piracy.

Consider the element of classic Caribbean piracy where they sold the goods to American colonies, particularly the Carolinas, where the local leadership would not only buy the items at low rates and profit but actually fete the pirates.

Local poor, low pop/tech colonies might be very interested in getting products they would never afford otherwise, view pirates more as Robin Hood figures helping against The Man, and be enthusiastic about providing support as long as the pirates don't hurt their trade directly.

A related area at least to me is the Oort cloud, a goto place for stashing ships, goods, bases, refueling and escape.

Time consuming refueling is less of an issue when you are on the lam and not able to stay ahead of the authorities' couriers, and the cloud would be a community of desperate strange people doing strange illegal things out there that might provide fuel and illicitly produced items, be just as desperate for key industrial items, and luxuries as well.

No way to patrol it, the planetary/interstellar polity would have to operate intel out there to even have a chance to engage pirates or illegal operations.

One of my intended subplots is that someone out in the Oort is producing APHE/exploding rifle bullets, outlawed on Earth since the 1870s, now being made and sold out there in the criminal community. I expect to either suck them into trying and stopping the trade, or that they will seek to get a supply for themselves.

I tend towards the same idea. Pirates become the government of small "empires" and go "legit," or at least semi-legit. Two that I have that way are the Heron Federation (from some small amount of canon stuff that indicates they are anyway) and the Ral Ranthan Empire.

The former is made out as a collection of systems that turn a blind eye to piracy and even deal with pirates because it's to their economic advantage. Their location makes it not worth sending an expedition to end their activities.

The Ral Ranthan are more like the Barbary Pirates. They are in business to do that sort of thing. Piracy, espionage, assassinations, intellectual theft, mercenaries for underhanded and criminal activities, you-name-it. They get left alone because they threaten those who'd put a stop them with unleashing everything they've go on them and making it all public.
Other governments see them as a one stop shopping place to get their dirty work done.

In a bait ship scenario, either might be an interesting twist. The players are the ones who are supposed to make the arrests / stop the pirates / etc. But, the pirates who take it are "connected." That is they are from a group like the above.
Now you find you're in a race to try and stop them from getting to somewhere you can't get your ship back from (think car theft in Europe and your car is now in Albania...). Or, worse, the thieves call for reinforcements... :eek:
 
OOooh, I thought of a fun scenario involving Q-ships.

During WWI two armed liners, one disguised as a liner from the other side, met their opposite in battle!


http://www.oldsaltblog.com/2014/09/battle-of-trindade-battle-of-the-doppelganger-passenger-liners/

https://en.wikipedia.org/wiki/SMS_Cap_Trafalgar

So the pirate twist- instead of using the corsair's variable configuration and transponders to look like an innocent freighter/liner or patrol corvette, the corsair is set to look like a different pirate ship.

The idea is to throw suspicion and LE/NavIntel effort upon others, leaving the deceptive pirates to go on their merry way.

Until they run into the actual pirate ship they are imitating.

Hilarity and revenge ensues.
 
OOooh, I thought of a fun scenario involving Q-ships.

During WWI two armed liners, one disguised as a liner from the other side, met their opposite in battle!


http://www.oldsaltblog.com/2014/09/battle-of-trindade-battle-of-the-doppelganger-passenger-liners/

https://en.wikipedia.org/wiki/SMS_Cap_Trafalgar

So the pirate twist- instead of using the corsair's variable configuration and transponders to look like an innocent freighter/liner or patrol corvette, the corsair is set to look like a different pirate ship.

The idea is to throw suspicion and LE/NavIntel effort upon others, leaving the deceptive pirates to go on their merry way.

Until they run into the actual pirate ship they are imitating.

Hilarity and revenge ensues.

This is quite a famous naval action, I should have thought of that. And for an outstanding book on World War One Q-Ships, I would very highly recommend Gordon Campbell's book, My Mystery Ships. Campbell commanded several Q-Ships and aside from winning the Victoria Cross, along with several of his crew members on his various ships, was responsible for sinking 3 German U-Boats with the ships Farnborough and Pargust.

The book has great ideas for what a Q-Ship should look like and behave.
 
This is quite a famous naval action, I should have thought of that. And for an outstanding book on World War One Q-Ships, I would very highly recommend Gordon Campbell's book, My Mystery Ships. Campbell commanded several Q-Ships and aside from winning the Victoria Cross, along with several of his crew members on his various ships, was responsible for sinking 3 German U-Boats with the ships Farnborough and Pargust.

The book has great ideas for what a Q-Ship should look like and behave.


also relevant to today:
http://fairplay.ihs.com/commerce/article/4120656/use-q-ships-against-pirates

as for accidently hitting your own ship which is masquerading as something else?
http://uboat.net/allies/merchants/ships/2707.html
 
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So how about this; a bait ship is stolen or hijacked, and when she puts out a distress call, a Q-ship responds with massive amounts of boarding parties.
 
Disguising liners as each others' ships might have happened during the Rim War as Solomani and Imperium ship construction would be similar, and both would be well aware of the ships each other had, plus bluffing would be easier, rather a difficult studied act.

Might require a tactic of counter boarding, since you'd want to neutralize the pirate's ability to just cut his losses and start shooting at short range, which would colander the bait ship.
 
lest we forget the reason for this thread.
Bait Ships Distinct from Q ships

https://en.wikipedia.org/wiki/Bait_car

fun link on them:
http://www.baitcar.com/

the Q-ship thing is very possible (and I have run that campaign before...) the pervasive Merchant Trader... (with quad turrets and it's cargo bay turned into bay weapons...

a Bait ship would be more like

a Yacht outfitted with rare and unique art
a vessel with a hop drive = much more likely to be jacked than one with old jump 1
a ship with a hold full of radioactives...
A ship with high value VIPs
 
I think a ship with any kind of valuable cargo, or is known to have a "full tank" would be attractive. I don't think radioactives would be that much of an allure.

Someone mentioned where the extra controls would be. I don't think there would be a need for an extra set. If you felt the need to add extra hardware or hide a kill switch, you could always tuck that stuff in the fuel tanks (covered of course) and not a single pirate or hijacker would be the wiser.

Said hijacking or pirate crew could scour that vessel from stem to stern and would never find any extra hardware. It would take a real crack team with state of the art equipment to even have a notion of where to look. A state actor, as someone else said.

Or possibly one high ranking noble against another.
 
If radioactives aren't alluring, where do nuclear missiles come from?

Sounds to me like something the Imperium would definitely be interested in.
 
I think a ship with any kind of valuable cargo, or is known to have a "full tank" would be attractive. I don't think radioactives would be that much of an allure.

T5 is purely trade codes and player skill to determine cost and profit.
literal trash can be sold for the same profit as antiques or rare tech depending on where you sell it.
 
But a ship in and of itself seems like it would be alluring enough. If there was a known cargo, whatever it is, then that might add value to the theft, but it seems like it would have to be a specific cargo to lure a specific crime ring.

Radioactive material ... eh, lots of stuff is radioactive, but not weapons grade stuff. Also, don't nukes work different in space than in an atmosphere? Isn't it the shockwave in an atmosphere that does most of the damage, as opposed to the fireball itself? I only bring that up because radioactive material, especially if it's for medical applications, wouldn't automatically attract a criminal crew.
 
But a ship in and of itself seems like it would be alluring enough. If there was a known cargo, whatever it is, then that might add value to the theft, but it seems like it would have to be a specific cargo to lure a specific crime ring.

Radioactive material ... eh, lots of stuff is radioactive, but not weapons grade stuff. Also, don't nukes work different in space than in an atmosphere? Isn't it the shockwave in an atmosphere that does most of the damage, as opposed to the fireball itself? I only bring that up because radioactive material, especially if it's for medical applications, wouldn't automatically attract a criminal crew.

trying to remember which edition of Traveller had a monstrous price per ton for radioactives...

ah CT 2008 edition
pg 163 and 165

Item Cost (Cr.) Purchase DM
Basic Electronics 25,000 +0
Basic Machine Parts 10,000 +0
Basic Manufactured Goods 20,000 +0
Basic Raw Materials 5,000 +0
Basic Vehicles 30,000 +0
Crystals and Gems 20,000 +1
Petrochemicals 10,000 +2
Pharmaceuticals 100,000 +0
Precious Metals 50,000 +1
Radioactives 1,000,000 +0
Spices 6,000 +2
Uncommon Raw Materials 20,000 +0


was the only reason I mentioned radioactives,.
 
Well, I understand that, but your typical smoke detector has a little radioactive material in it, as do X-ray machines and lots of other things that have consumer applications.

From a pure rules standpoint, sure, if your NPC hijackers see some label on a crate, and they interpret that as some valuable radioactive material, then that could prove a lure.

I think it might depend on how long the ship was docked for layover. That is some ship thief who was a bit more savvy might know enough to steal the thing, but to some opportunists it wouldn't make much of a difference.
 
trying to remember which edition of Traveller had a monstrous price per ton for radioactives...

ah CT 2008 edition
pg 163 and 165

Item Cost (Cr.) Purchase DM
Basic Electronics 25,000 +0
Basic Machine Parts 10,000 +0
Basic Manufactured Goods 20,000 +0
Basic Raw Materials 5,000 +0
Basic Vehicles 30,000 +0
Crystals and Gems 20,000 +1
Petrochemicals 10,000 +2
Pharmaceuticals 100,000 +0
Precious Metals 50,000 +1
Radioactives 1,000,000 +0
Spices 6,000 +2
Uncommon Raw Materials 20,000 +0


was the only reason I mentioned radioactives,.

In original CT Trade it isn't just 1 MCr per ton, it was the immense spread in buying at NI and selling it at Industrial worlds.
 
Unless you've got an extraordinarily valuable cargo, the money in stealing a ship has to be in breaking it down and selling it for parts, I'd think. Or reselling it under a false registration.

Your chop shop is a starport on some low-law, extra-Imperial world, run by an independent corporation ... the kind of place the Imperium can't go stomp on without angering the Zhodani (or whoever).

Of course the question is what makes a specific ship a target, but given that for ship-stealing to be feasible you need to be in a border area where system defence boats aren't at hand to answer that hijack call, maybe this is more a matter of where than what.

As for remote control of the ship ... well, if you leave your bait ship unattended at some backwater class-D port and the bad guys sneak aboard, you don't need remote control. You just need a hull rigged for explosive decompression on command as the ship leaves orbit. Rinse, lather, repeat. :)
 
*some snippage*

As for remote control of the ship ... well, if you leave your bait ship unattended at some backwater class-D port and the bad guys sneak aboard, you don't need remote control. You just need a hull rigged for explosive decompression on command as the ship leaves orbit. Rinse, lather, repeat. :)
Erm, you do want to save the ship for the next op ... don't you? :oo:
 
Erm, you do want to save the ship for the next op ... don't you? :oo:

Maybe "explosive" decompression isn't the right expression. How about some blowaway hull panels that give you really rapid decompression ... recover the ship, mop up the mess inside (rinse and lather), put new panels on, and you're good for another round.
 
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