Pirates

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The content below is based on the demo release and needs to be updated as it may not accurately represent what's currently in-game.

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While a rare issue in the Core Worlds, spiracy, as some amusingly refer to, is a significant force of social decay in the Wayback. In recent years, the Planetary Jingwei's grasp of the pirate problem has severely weakened. Nowadays, pirates run free, operating in bands that raid and pillage defenseless colonies.

Pirates spend lots of time in space and are slightly out of their element when fighting on the ground. They are bad guys, albeit often bumbling and incompetent, with a sense that the smarter pirates are probably running the show off-stage. They obsess over trinkets, a catchall term for loot, with a primary want for goodies that come from outside the system.

As mentioned above, Pirates encompasses many different groups of outlaws, criminals and looters roaming the Wayback, trying to prey on the weak. Their roster focuses on high mobility and reckless assaults. Weapons are usually improvised and repurposed—rarely accurate but packing a lot of raw firepower, especially when firing on the move.

Pirates use a variety of transport vehicles to quickly move across the combat map and close in on their enemies. While these vehicles offer some protection, pirates are especially vulnerable when disembarking. Anticipating when and where they will land and keeping a squad ready to react is essential to prevent an overrun.

Pirates tend to use two primary transport vehicles depending on squad size. Larger squads ride in heavy trucks, while smaller squads use light jeeps.

Pirate Units

Infantry

Name Squad Size Squad Weapon Special Weapon Hit Points per soldier Armor Armor Durability Description
Scavengers
6-8 Pirate Assault Rifle Workshopped RPG 10 30 30 A gang of regular space pirates equipped with makeshift assault rifles and frag grenades. Against armored targets, they also use improvised RPGs. They come in large squads and try to overwhelm enemies with reckless aggression and firepower.
Pirate Outcasts
7-8 Pirate Pipe Gun N/A 10 10 25 A loose group of outlaws armed with various weapons and possibly under the influence of illegal substances.
Veteran Scavengers
8 R14A2 ARC EMP Rifle 10 50 40 By pure luck, experience or even skill, these scavengers survived longer than others in the wayback. Their veteran status makes them especially determined and dangerous, and their equipment is usually of much higher quality.
Flamethrower Team
3 Pirate Assault Rifle Flamethrower 10 30 30 A small team of pirates with a flamethrower to smoke out enemies in close combat.
Chain Gun Team
3 Pirate Assault Rifle Light Chaingun 10 30 30 A small team of scavengers with a portable chain gun. Lacking accuracy but making up for it with sheer firepower, perfect for suppression while advancing. The makeshift nature of the gun makes it prone to jamming.
EMP Gunners
3 Pirate Assault Rifle EMP Rifle 10 30 30 A specialized pirate team normally tasked with disabling automated defense mechanisms when boarding spaceships. Their EMP gun disables enemy mechs and vehicles on the battlefield. While not dangerous to infantry, they can easily take out vehicles caught out of position.
Boarding Commando
4 Pirate looted PDW N/A 13 75 60 A team of heavily armored pirate outlaws specialized in boarding and pacifying spacecraft through violent means.

Vehicle

Name Hit Points Armor Armor Durability Vehicle Weapon Description
Laser Truck
140 90/70/50 250 Laser Lance A specialized version of the pirate truck with a repurposed spaceship laser cannon mounted on top. This truck is a major threat to heavily armored vehicles. The cannon generates extreme heat and must vent periodically to remain operational.
Chain Gun Truck
140 90/70/50 250 Mounted Chaingun Using the same chassis as the rocket truck and basic transport, this vehicle delivers mobile suppressive firepower. The truck-mounted version of the chain gun is heavier and deals more damage but is still prone to jamming.
Rocket Truck
140 90/70/50 250 Rocket Organ A wheeled truck equipped with multiple unguided rocket launcher tubes. Inaccurate, but with long range.
Flame Truck
200 120/100/80 300 Flamethrower (Vehicle) A heavy truck with high durability but minimal armor. The flamethrower mounted on top covers large areas in fire, devastating entrenched infantry. However, the flammable liquid inside the truck makes it prone to catastrophic explosions when damaged.
Pirate HMG Heavy Truck
300 130/110/90 450 M6 CMG An up-armored civilian truck fitted with a twin-linked heavy machine gun turret. It is surprisingly durable and can threaten infantry and light vehicles.

Transports

Name Hit Points Armor Armor Durability Vehicle Weapon Description
Pirate Light Truck
120 90/70/50 150 N/A An unarmed version of the Pirate Truck (Modular) used as a transport by small squads of pirates.
Pirate Heavy Truck
140 110/90/80 200 N/A A Heavy Truck used by pirates to move large squads around.

Turrets

Name Hit Points Armor Armor Durability Weapon Description
EMP Turret
140 110 250 N/A Fixed emplacement with large EMP emitters that can disable and damage vehicles over range.
Machinegun Turret
140 110 250 M6 CMG Fixed emplacement with twin-linked heavy MGs to suppress advancing enemies.

Unique Units

Unique units includes non-standard units that can be found in MENACE belonging to the Pirate Faction, typically encountered as parts of mission objectives that only spawn for these purposes.

Name Squad Size Squad Weapon Leader Hit Points per soldier Armor Armor Durability Description
Saboteurs
6-8 Pirate Assault Rifle Workshopped RPG 10 0 0 Disguised as ordinary civilians, these elite pirates wreck havoc behind enemy lines.
Saboteur Chaingun Team
3 Pirate Assault Rifle Light Chaingun 10 0 0 A small support team armed with a chaingun disguised in civilian clothing.
Saboteur Ringleader
6-8 R10A6 K-PAC Workshopped RPG 10 0 0 The Saboteur Ringleader is especially ruthless and experienced. He also carries advanced equipment.
Pirate First Mate Squad
5 Pirate looted PDW 13 75 60 A pirate ships first Mate leads a squad of reckless killers equipped with heavy breaching armor and deadly corridor sweepers.
Pirate Bodyguards
5 Pirate looted PDW 13 75 60 An especially hardened squad of Pirate veterans pulling security for higher ups in the pirate ranks.
Pirate Bombmaker
5 Pirate Assault Rifle 10 30 30 The infamous bombmaker spreading terror in the area. Armed with a variety of explosives.
Pirate Engineer Squad
3 Pirate Assault Rifle EMP Rifle 10 30 30 A pirate ship's first engineer, equipped with an EMP rifle and EMP grenades to take out any kind of machinery on the spot.
Pirate Captain
6 Captain's PDW Gr331 ESG - Grenade Launcher 15 90 80 The leader of any pirate outfit, equipped with the best looted gear and surrounded by his most loyal mates. Known to use so-called 'Pirate Speed' stims.

Pirate Missions (TBD)

Name Description
MISSION NAME Description of Mission
MISSION NAME Description of Mission
MISSION NAME Description of Mission
MISSION NAME Description of Mission

Strategies

Pirates are numerous, lightly armoured, and equipped with weak weapons. They are easily suppressed and routed. They pose a real threat only at the very start of the player's journey, before acquiring proper gear to fight them. From the mid game onwards, they usually crumble under any real firepower. It is also very easy to chain-break their morale once you start mowing down their ranks. The only strength they have is their numbers.

On some missions (usually defense, but sometimes also on offense), they will field many vehicles to transport their troops. You can shoot at these vehicles with regular infantry weapons and kill the passengers before they disembark. Their non-transport vehicles are also soft enough (apart from heavy trucks) that regular infantry weapons will punch through and disable them with a couple of salvos, so do not be afraid to engage them.

Just watch out for their boarding commandos. They have grenades to disable your vehicles and will counterattack to catch you off guard. It is best to either "tank" their counterattack with a vehicle or armoured infantry, or shoot at them from outside their range.

Because of their large numbers, it is advised to have the Decoys upgrade, the Stand-By skill on your SL, or any other way of forcing their turns before the player's on defense missions. They tend to force the player to waste an entire round by first moving units outside of view range, then swarming the objective once the player has no units left to activate.

Notes/Trivia

TBD

References

Dev Diary #10