Pirate
GIMME YARR STAFF | |
Pirate |
Access: Pirate Additional Access: Any place a block of 4X will open! Difficulty: Hard Supervisors: No one! Duties: GET DOES CREDITS MATTES! Guides: This page. Quote: Yarr harr fiddlie dee. |
So, those station-lubbers don't wanna give us our cut huh? Well, I guess we'll just go over there and take it!
Preface
There's a low chance of the pirate event occurring during a game. The station receives a demand from the pirates for 20,000 cargo credits present when the event triggers. If the crew cough up the money, nothing happens. If the crew refuses, or stays silent however, 3 (unlike nuke ops, the number of pirates does not scale with population) ghosts are spawned as pirates and given the objective to gather materials and credits worth 50,000 looted from the station.
Goals
The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot.
The goal of the pirates is to loot the station of anything valuable. The minimum target is 50000 credits, with the figure scaling with the relative prosperity of the crew. Have at least one pirate and survive on the pirate ship in deep space by the end of the round.
Ship
- The bridge is at the top. Similar to the White Ship, the pirate ship can be piloted across the station z-level, with a 3 minute cooldown between each jump.
- In the middle is the armory. It is equipped with laser guns, combat shotguns, and all sorts of other goodies.
- EVA Suits (which you need to actually get to the station) are scattered across the pirate ship. There are 3 suit storages, while not useful to the pirates as they are skeletons, it may be useful for hostage negoiations.
- There's a surgical area to the northeast
- Sleepers, four in total, are distributed throughout the ship
- There's an engineering area in the south of the ship. unneeded most of the time as ship thrusters will provide enough power.
- There's a primitive atmospherics area in the southeast of the ship.
- There's a well-stocked bar to the southwest of the ship
Data Siphon
This heap of machinery steals credits and data from unprotected systems and locks down the cargo and emergency shuttle. Although activation of this machine is optional, once its turned on, it can't be turned off short of cutting the power to the entire ship. Upon activation, it automatically starts siphoning credits from cargo, tech levels from the RnD network, and also creates a "hostile environment", preventing the cargo and emergency shuttle from entering or leaving. Meanwhile, it also locks RnD and supply consoles from being accessed altogether, so science can't research new technologies and cargo can't order stuff. It also broadcasts a GPS signal, so the entire crew can figure out the location of where the data siphon is. Expect the crew to go on a manhunt for your ship so that the emergency shuttle can dock. Expect your ship to be blown up if the station goal is the Bluespace artillery.
GPS Signal
"Nautical Signal"
- You can hear shanties over the static.
Equipment
You spawn with a pirate bandana, an eyepatch, a pirate suit, brown sneakers, and a syndicate headset. Your weaponry consists of 3 laser guns, three X-4 charges , a combat shotgun with two boxes of ammo and whatever you can get from looting the armory bare.
Dealing with pirates
Were you too late or lacking money to respond to pirates? Here's what you can do.
- Put all protolathes on hold, this prevents pirates from siphoning all of the station's materials to loot, forcing them to go to the more secure vault and armory.
- Pirates do not come with insulated gloves, tell the AI to shock the doors that they try to open.
- Pirates, being skeletons are more vulnerable to de-limbing. plasma cutters against them in space is particularly deadly.
- Pirates use mainly laser guns, a reflective armor is a good choice, especially when raiding their ship.
- They are data siphoning you? Fire the Bluespace artillery at them.