So, while we are on the topic of being boarded by or boarding scum, why doesn't anybody just wait till the enemy is is the lock and then toss the gravitic plate control lever to 6g and pin them to the floor, or the ceiling, or maybe even a bit of both several times?
that handles the boarding team, but the bridge crew of the other ship can still back off and punch holes in the hull with their weapons. Usually if you antagonize the pirates the odds of getting shoved out an airlock, blown to debris by the crew of the pirate ship after you kill their buddies, goes up.
Which is probably why the smart move is to kick a couple of cargo containers out the back, and run for it while the pirates pick up the cargo...but players seldom do the "smart thing"
In Traveller, my pirates range from down on their luck free traders hoping to get a fast credit, to rogue imperial navy officers with state of the art ships.
Thus far my players have no idea that the harsh/strict IN ship that confiscated "Illegal Cargo...Banned Weapons...Major Fines"...was a pirate passing through...
Although since at least one player lurks here occasionally...they do now!
That's about as accurate a spread as you could get. Not every opponent is a top notch savvy professional. Of course you have to toss in the occasional serious threat into the mix, just to keep the players on their toes.
If you look at the mix of people who rob banks... most are barely competent, and depend on the victims just handing over the money. Not all of them arm themselves tot eh teeth, carry military grade weapons and body armor..
I have played the corrupt naval/customs enforcement crew option out in a game or two. Even my gun happy, lets shoot 'em, players take a second look at the problem. Then decide that maybe letting the bad guys cherry pick the cargo beats a fight with a heavily armed, well trained baddie team.
Carl, that's a great idea! It's what pirate do around the HOrn of Africa today, and leads to a lot of common sense in the OTU too. If pirates seize a vessel and crew, and the ship owner has ransom insurance, then it can be claimed and the ransom paid (bullion of some sort? Fusion plants?) and the seized vessel goes on it's way.
The corsairs destroy those who resist them, but release those who don't in an attempt to create a permissive environment. It generates additional costs for merchants, who lobby the nobility, who see to it that resources are devoted to primary routes (see GT for that), which in turn further drives piracy, marginalised traders, and other channeling of trade in the other areas.
I like that line of thinking. I've always worked on the "give us what we want and no one gets hurt." acrew who is sure they are gonna be shot and tossed out the airlock is going to fight like cornered rats.... a crew that thinks.."Hmm give them the cargo and we go home" is gonna give up their cargo and file an insurance claim for the losses...same reason modern banks don't usually have armed guards...it's more financially expedient to just let the robbery happen, and file a claim.
Now a shady sort might even play into the trade by occasionally shipping a cargo, having a friendly group Jack it. Then claiming insurance, and a slice of the take from their co-conspirators.Sort of a futuristic twist on an arson scheme.
It also leads to great opportunities for a PC party who were employed by a merchant line, insurance company, or wealthy scion for the purpose of recovering their property from the pirates without having to pay out the money. Think the movie Proof of Life.
I've ran that scenario before, and have suggested it in the adventure seed section of the book I just finished.