Pirates are desperate men and women who take to the sea to loot and pillage from their fellows. Pirates see themselves as loyal only to themselves first, and anyone else second. To symbolize their disregard for the standard authorities of Ammoriss, the Pirate Fleets operate under a black flag.
Pirates are desperate men and women who take to the sea to loot and pillage from their fellows. Pirates see themselves as loyal only to themselves first, and anyone else second. To symbolize their disregard for the standard authorities of Ammoriss, the Pirate Fleets operate under a black flag.
Pirates are desperate men and women who take to the sea to loot and pillage from their fellows. Pirates see themselves as loyal only to themselves first, and anyone else second. To symbolize their disregard for the standard authorities of Ammoriss, the Pirate Fleets operate under a black flag.
Especially the fortune! -Recruiting pitch of Hando Headman Honzo Leader of The Syndicate Da Deff Islands Under the Black Flag The seas of Ammoriss have long been a dangerous place. The storms, the shallows, and rocky reefs make sailing a dangerous venture. Only brave souls will take to the sea. That is just as true on the eve of the 41 st Millenium as it was when Ammoriss was founded. However, the threat of pirates make sailing the oceans of Ammoriss even more dangerous. Pirates are desperate men and women who take to the sea to loot and pillage from their fellows. Of course, loyal servants of the God Emperor of Man see such predation as villainy of the worst sort. However, The pirates will stop at nothing to get what they want. Pirates see themselves as loyal only to themselves first, and anyone else second. To symbolize their disregard for the standard authorities of Ammoriss, the Pirate Fleets operate under a black flag. Each pirate captain has a slightly different design based on personal whim. However, they always feature a white skull on a black background. The pirates themselves come from all walks of life. Only two things unite them, a disregard for the laws of the Imperium, and a desire for wealth. If captured by the authorities, only death awaits awaits them. The Naval PDFs of both of the North and the South were not only created to fight each other, they also had to protect the sea lanes. The North and South had vast networks of allies and alliances across the atolls, island chains, and rigs of Greater Ammoriss. These allies would trade with their larger neighbors. Wherever there is trade, there are raiders willing to steal to get what they want. The Pirate Fleets The Ammoriss Ocean is a big place. It is dotted with out of the way archipelagoes and atolls. There are innumerable hiding places from which pirate fleets can hide from unwanted eyes. Early on, pirates acted alone. A single vessel would chase down a merchant ship, capture her, and sell the cargo and ship on the black market. However, as both the North and South Ammoriss fleets grew in strength, they began to make life uncomfortable for the pirates. As a result, the pirates began to band together into larger groups and more organized groups. This way, they could act in concert to draw away escorts, overpower small naval PDF vessels, or attack larger convoys of merchants. The pirates also began to find ways to go under the waters to escape pursuit. Greater Ammoriss became a haven for such activity throughout the years leading up to the Battle for Ammoriss. As merchant vessels began to gather into small convoys and arm themselves, the raiders themselves had to become more organized as well. In response they pirate bands began to join together into actual criminal organizations. The most famous of which is The Syndicate on Da Deff Islands, but many more sprung up in other less than law- abiding parts of Greater Ammoriss. These Pirate forces were dedicated to moving quickly, attacking with little or no warning, and then fleeing before a proper Naval response could be organized. They survived by stealing loot, selling salvaged ships, and extorting money from scared locals. The Pirates developed a nasty reputation. Even by organizing into larger pirate fleets, the captains of such vessels knew they are no match for a true navy. Their best assets are surprise, speed, and the careful application of firepower. Pirate Havens Pirates need more than just a ship to survive. They need a place to build new ships, off load their stolen property, and to spend their illicit wealth without raising eyebrows. Luckily for them, Greater Ammoriss is a poorly patrolled and generally wild frontier of Ammoriss. :Local rulers align with the North or South, but very little is actually done to keep these small island chains, atolls, and rigs in line. Some of these places are in fact ruled by the pirates themselves! The greatest of the pirate havens is Da Deff Islands. This island chain has a long history of loose justice and piracy. Da Deff islands were established to mine a rare, yet unstable vein of Adaconite. However, it turned into a rough and tumble boom settlement. Then the hard times came, and the inhabitants turned to whatever they could to survive. piracy and gang warfare became endemic. Now, if a person wants to escape North or South Ammoriss, they often end up on Da Deff Islands. It is rumored that rogue elements of the Red Tower brought unsanctioned and radical STC designs to the workshops of Da Deff Islands. Under the guise of legitimate cover stories, such as the creation of ore transport freighters; some of the first pirate vessels were constructed. The North Ammoriss PDF eventually learned of the illicit ship building and staged a devastating attack. By then, it was all ready too late. Copies of the unsanctioned designs had spread across Greater Ammoriss. Other rogue shipyards sprung up. Upon discovery they were quickly destroyed by the authorities, but the rogue shipyards were quickly replaced. Even if every copy of the rogue STC ship designs were destroyed, there are enough marks and models sailing to retro-engineer more vessels to supply the pirate fleets. Some of the most remote settlements in Greater Ammoriss have geared their entire economy around pirates. They provide a market, illicit shipyards, gambling dens, and worse. The Zeek Islands have made an economy around laundering pirate goods for these smaller communities. To make matters worse, the various factions in the Ammoriss government would be complicit. The officials would bribe favors and provide arms in exchange fro free passage for their ships, and to harass their opponents. The North or South Ammoriss naval patrols might overlook certain pirate activities. However, pirates are an untrustworthy and fickle lot. Such arrangements do not last long. Often times, the side who provided the pirates weapons, would find them being used on them. The Syndicate As North and South Ammoriss began to put mounting pressure on the pirate fleets, the pirate knew they could no longer act alone. They began to band together into loose organizations for mutual support. The largest such organization is referred to as The Syndicate. The Synidcate started on Da Deff Islands as a counter to the rising power and influence of Ork gangsters on the island. The Human gang and pirate realized, to counter the growing Ork menace, they would need to unify. As a unified front, they acted as a check on the Orks, and helped keep their numbers in check. However, Da Deff Islands were one of the greatest pirate havens on Ammoriss. As a result, other pirates took notice of the lucrative markets and deals The Syndicae were able to extort. Their power on the island chain was unmatched, and everyone that was part of the group benefitted. Enterprising, and increasingly hard pressed; pirate captains began to join forces. They created their own fleets to rival that of The Syndicate. It wasnt long before these groups began to take over the various Pirate Havens, and a network of pirate factions spread across Greater Ammoriss. Each a rival and ally of the others. However The Syndicate is still the largest, and best organized. From their position in Da Deff Islands, they have the most clout. Not even the North Ammoriss PDF has dared to openly challenge them. The Battle for Ammoriss During the Battle for Ammoriss, pirate activity actual rose. Many of the communities in Greater Ammoriss were put under intense pressure to survive as the North and the South were too occupied in their own struggles to support them. In order to survive, they took to the seas to raid what they could no longer trade for. Even communities that had previously been clean, were pushed in desperation to piracy. http://sypri.deviantart.com/art/Portrait-of-a-Sky-Pirate- 126553629 Sensing the moment, even the wealthy got into the act. They would build or pay to outfit a pirate ship in order to gain a cut of the spoilers. It was even rumored that a minor member of the great Pierefoy family of South Ammoriss had taken up the trade. However, with the Battle for Ammoriss raging, many pirates remained loyal to the Imperium and fought against those who would attempt to steal Ammoriss from the light of the Emperor. They would limit their attacks to traitors and xeno vessels. Of course, other less than noble characters joined or sided with the enemies of mankind in a misguided sense of greed or belief. Others, just looked out for themselves. For example, The Syndicate focused their energy on defeating the Orks In and around Da Deff Islands. For such acts, the authorities in Imperial Tower waived their status as a criminal organization. However, their treacherous and forceful expelling of North Ammoriss enforcers made the Imperial authorities rethink the groups designation. Pirate Fleets Pirate fleets are not organized like other naval forces on Ammoriss. They are a barely organized collection of vessels. Each craft is unique and is answerable only to the whims of its captain. Typically, such fleets are led by a pirate King. He is usually the pirate with the best ship, biggest guns, and toughest crew. He is also entitled to the largest haul of the booty. The various captains acknowledge the Kings right to lead, because to do otherwise would be to invite destruction. However, in some cases, a fleet will have rotating leadership, or a leadership council. The organization of each fleet varies greatly. Unlike other fleets, each ship is free to come and go as it pleases. Of course, to leave is to invite potential retribution from former friends, or to lose ones share of the treasure. Everyone is expected to fight, and everyone divides the spoils. Pirate fleets do not have operational units, and ships can band together in units as they see fit. Pirate Fleets are ad hoc affairs. They represent a marriage of convenience or tactical or strategic initiative. The only goal of each pirate is to plunder and live to fight another day. The Pirate Fleets Line-of-Battle The following section details all of the various vessels and units associated with a Pirate Fleet. This list will provide you all the information you need to play as pirates in games of Aquanautica Imperialis. Cruisers Pirate Class Frigate The Pirate class is the largest of the black market STC ships available. The schematics were supposedly smuggled from the vaults of the Red Tower by an outcast adept. The adept fled to Greater Ammoriss in order to consummate an illicit affair. At least, that is the legend. The real method and reason the STC got into the hands of black marketeers, pirates, and neer-do-wells may never be known. The Pirate is relatively fast and maneuverable. Its armament is more than a match for most merchant vessels, capable of reducing them to scrap long before help could arrive. However, the Pirate typically will run from larger enemy craft using her speed, but packs enough firepower to best smaller escort craft on her own. Freebooter Armed Merchant The hulls of merchant ships frequently fall into the possession of pirates. Such hulls can either be former prey, legitimate merchants that have gone rogue, or merchant hulls purchased under false pretenses. No matter how the merchant ship finds its way into a Pirate Fleet, its days of hauling bulk goods are over. The freebooter is one STC design used by Pirates to turn a peaceful cargo ship into a weapons platform Corsair Modified Merchant One method that pirates make use of merchant hulls is to simply slap cannons and weapons on them. However, that isnt the only path that an enterprising Pirate captain can follow. Another method is to load the ship with a desperate crew and as many small boats as possible. Then, these small boats rush towards the target, attempt to board; and take over the merchant ship. The Corsair acts as the mother ship, and deploys small boats to attack ill prepared bulk freighters. Fire Ship Modified Merchant An ancient tactic is to send a ship crewed by a skeleton crew loaded with explosives into the heart of an enemy formation and detonate it. Pirate have used this tactic successfully to screen their retreat from North and South Ammoriss forces, to blast their way past harbor defenses, and to cripple powerful convoy escorts. The Fire Ship is an inexpensive and powerful tool in a Pirate fleet. Escorts Pillager Like the Pirate Frigate, a Pillager is a dedicated warship STC. It is speculated that this is a second class design initially offered to the South Ammoriss Navy by off-world Adeptus Mechanicus. The South Ammoriss Navy turned these designs down, but the Trogue Tech-priest instead sold them to a conglomeration of interested pirates. The Pillager is larger than most other craft of its type. However, it uses this space to add a larger power plant, and an arsenal of light weaponry. A squadron of Pillagers is more than a match for escort craft and light convoy escorts. In addition, their shallow hulled design allows them to hug the coastline for cover, so their attacks can spring seemingly from nowhere. Monitor Typically, Monitors are used for coastal defense operations and close shore patrol. However, a Pirate fleet will use anything with a gun to try and capture a merchant vessel. A Monitor is ill-suited for deep sea operations, and have a tendency to capsize, sink, or flounder. However, most Pirates are desperate men, and they are willing to take the risks of taking a Monitor out to sea if they think the reward could be big enough. Raider Like the Pillager, the Raider is a purpose built warship. The STC design is clearly intended to act as a fast attack craft, carrying far too much firepower for its light weight hull. The emphasis for the Raider is to strike hard, fast, and escape. The crews of such vessels jokingly refer to them as the glass hammers, as they are terribly vulnerable to enemy fire. Luckily for the crews their prey is normally unarmed merchant vessels. Skiff The skiff is little more than a hull with a power plant. Pirates will make skiffs out of any available salvage and wreckage they can find. They then, load it full of desperate cutthroats, half-crazed killers, and cold-blooded bandits. They then take to the seas and try to board any unarmed vessel they can find. It is not a sophisticated plan, but many Pirate captains have made their start with such vessels and crews. Blockade Runner The Blockade Runner is a small, fast, and light vessel. Its sole purpose is to out run pursuing vessels. Smuggling is a profitable endeavor, and far less risky than being a Pirate. However, in times of need, Blockade Runners maybe unwilling drafted into a Pirate Fleet to act as a logistics ship, sneak into guarded harbors, or just act as the eyes and ears of the larger fleet. Submersibles Marauder Submersible One of the most popular craft for Pirates and smugglers on Ammoriss is the submersible. It allows the Pirate to avoid detection and only engage enemies that it has a chance of defeating. The Syndicate on Da Deff islands is notorious for its use of subs to smuggle illegal contra-band to North and South Ammoriss proper. The Marauder is the larger of the two common variants. It packs an impressive amount of firepower, but at the cost of speed and maneuverability. Occasionally, Marauders will act independently of other Pirate craft. However, it is more common for a pack of Marauders to patrol a sea lane, and then converge when targets are sighted. Assassin Submersible The Assassin is a more subtle weapon then the Marauder. It is claimed that the Assassin was designed by a mad pirate captain intent on finding and killing a large ocean dwelling monster. However, such stories fill the salty lore of Pirate havens across Greater Ammoriss. The truth is unclear, but several black marketeers and renegade shipyards offer the Assassin sub for a price. The Assassin is a nimble and stealthy craft. It is more than a match for any other Submersible in the deep oceans of Ammoriss. However, it is designed to be stealthy, fast, and nimble. The favorite game of Assassin captains is to put well aimed torpedoes into the stern of unsuspecting Ammoriss Naval PDF ships. Pirate Fleet Special Rules This section will detail the special rules to use Pirate Fleets in games of Aquanautica Imperialis. The North Ammoriss Naval PDF can take advantage of the following rules and upgrades when choosing ships and squadrons from the Line-of-Battle. Flagship: Pirate King +15 points A Pirate King is the leader of the Pirate band. Any ship he is assigned to will be at maximum leadership, or 8. He allows 1 re-roll. Additional re-rolls can be purchased for +25 points per roll to a maximum of 2. Squadrons: Cruisers may squadron from 2-5 vessels Escorts may squadron from 2-6 vessels Subs never squadron Fleet Restrictions: You may only have 1 Cruiser for every 3 Escorts You may only have 1 Fireship for every 1 Cruiser You may have up to 3 Assassin Subs for every 1 Marauder Sub A Pirate Fleet may not be over 1,500 points. Fleet Upgrades: If one ship in a Squadron has an upgrade, then the entire squadron must have the same upgrade. Cruiser Upgrades: Boarding Attack +15 points Las-battery +10 points Q-Ship +50 points http://www.coldseatproductions.com/WIP/pirate_01.jpg All Ship Upgrades Mine Sweeper +10 points The Syndicate +10 points Modified Engines +10 points Special Rules Pirate fleets are subject to the following special rules. Typically, if a vessel is subject to the special rule, it will be listed in the vessels profile or be purchased as an upgrade. Variable Leadership All ships within the same squadron will use the highest leadership within the squadron. Determine and record the leadership of each vessel before the game begins. The Leadership of a ship can change in between games, but not during a game. Shallow These craft can ignore potential grounding when within 3 of land or in shallow water. They can be grounded as normal if they come in contact with land. Explosives A fire ship is a ship packed with explosives and used to collide with or get close to opposing ships, and then detonate. A large blast template is placed on the ship, and any other ship touching the template is hit as if they were struck by a Defense Laser. Explosives are detonated in the Battle Phase. After all damage results are calculated, the Fire Ship is removed from play. It is considered sunk/destroyed. If a Fire Ship is reduced to 0 DP before detonating, it is treated like any other ship. However, if the sinking roll indicates an Explosion, the ship explodes as if the Explosives had been detonated. Boat Launches A boat launcher functions like a torpedo tube. However, instead of launching torpedoes, they are deploying boats full of boarders. A ship cannot have more boats deployed than they have Boat Launches. Once Boats have been launched a successful Reload Ordinance check is required to launch them again. Boats have the following Special Rules: They can turn up to 45 degrees in the battle phase they are launched and in all subsequent End phases in which they move. Normal turning rules apply, i.e. move 2 inches, pivot, and move another 2 inches. Boats are considered Ordinance. When a Boat comes in contact with a vessel, it immediately makes a boarding attack with a Crew rating of 0. If the Boarding attack fails, the Boat marker is removed from play and replaced with a Wake marker. If the boarding is successful, roll a d6. On a 5+ the boat can stay in play. If a 4 or less is rolled, the boat marker is removed from play. The boats are assumed to have split up and returned to their ship. Mine Sweeper The ship is equipped with special equipment that nullifies Mines. Any mine markers the ship comes in contact with during the movement phase are replaced with wake markers. They do not get to attack the ship before being removed. Once activated, the merchant ship drops its sensor mask and false sides to reveal its weapon systems. The Q-ship can move and fire normally. It can now be fired on normally by the enemy. If no Merchant ships are in the scenario, the enemy fleet does not realize that the Q- ship is a threat until revealed. It cannot be fired upon until it is revealed. Before being revealed, the Q-ship can only be activated after ALL warships have been activated. However, in this case, the Pirate player may control the ships movement. The Syndicate This ship is part of the Syndicate from Da Deff Islands. The Syndicate is a powerful coalition of gangers, pirates, and other never-do-wells. Da Deff Islands are the only place on Ammoriss where Orks are native prior to the Battle for Ammoriss. They have been integrated into the The Syndicate as enforcers, pit fighters, and goons. Any ship that is part of the Syndicate is likely to have some of these Ork roughnecks onboard. The ship gains +1 crew for Boarding Operations. Modified Engines The Machine-spirits of the ships engines have been roused and agitated for higher performance. Of course, doing this is blasphemous in the eyes of the Cult Mechanicus, but it does succeed in squeezing a bit more speed. In the Movement phase, the Pirate may choose to Rouse the Machine Spirit as a Special Order. The ship can go an additional 1d6 inches, and maneuver normally. However, a roll of an odd number (1,3,5) means that the Machine Spirit is angry. The ship must make an armor save or suffer a critical hit. Boarding Attack Pirates specialize in boarding other craft to try to loot them. As a result, a pirate ship has all manner of devices to aid them from grappling ropes, gang planks, boarding ramps, lanyards, etc. As a result, any Pirate ship with this upgrade that ends its movement phase within point-blank range of an enemy ship may launch a boarding attack. The Pirate ship is moved to touch the other ship, as the ropes and grapples pull the pirate up to the target. No collision or ramming takes place. Instead, an immediate Boarding attempt can be made by the pirate ship. Las-Batteries The Pirates have managed to beg, borrow, or steal enough tech to replace the less sophisticated weapon battery of a ship with the more accurate and deadly las-battery. In order to do this, the Las-Battery replaces two firepower points of Weapon Batteries for every 1 firepower of las-battery. Therefore, to have a Firepower 2 Las-battery, the ship would have to pay the points and replace 4 Firepower of Weapon batteries. The points cost listed is per Firepower point. Q-Ship The Pirate fleet has managed to infiltrate one of their modified Merchant ships into the Merchant ships on the board. The Pirate must make note of which ship is the Q-ship before the battle. This ship will be activated and moves like any Merchantman in the scenario, i.e. after all warships have moved and controlled by the player that moves the Merchants. During any activation phase, the Pirate may choose to activate his Q-ship instead.
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