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What Tech do Pirate Ships in Trek need to be effective?

Redshirt214

Lieutenant Commander
Red Shirt
I've seen it proposed that pirate ships in the Trek universe would need to have strong tractor beams to prevent their quarry from escaping, and strong enough weapons to force down the prey's shields before beaming out cargo (or components, or crew) of the other ship.

I'd add to this a cloaking device, both to sneak up on prey and to avoid capture by the powers that be. Potentially energy dampening weapons might also be useful, to immobilize the enemy ships. I'd imagine that having weapons normally contained within one's hull, that pop-up Ala the NX-01, would also be beneficial. Ships would also want to be careful to control their power emissions so as not to give away their weapons signatures.

Given that historically pirate ships are civilian designs fitted with weapons, I suspect that the same holds true for Star Trek. So the Orion Pirate ships we see ought to be converted freighters or science ships, really. Given that, I do wonder however if torpedoes are rarer than disruptors or phasers on pirate ships, since torpedoes require not only the fitment of tubes to fire them (unless maybe they are carried aircraft\torpedo boat style?) and the space to store them... space that might otherwise hold supplies or booty. Though, I suppose if the Maquis can do it...

A combination of phasers and disruptors might be ideal, since it seems like disruptors pack a bigger wallop but are less controllable than phasers... yet both are beam weapons so aside from running a power conduit to them install is a little easier than engineering in a torpedo bay to a converted ship.

I'm not sure if a Trek version of a "Q Ship" would be any different, as a practical matter, from Pirate ships. They might optimize for even more firepower, and perhaps less stealth than an out right pirate. I'd compare this to the Maquis' ships, but really they are neither, since the Maquis seem more interested in destroying supply ships than pirates probably would be and their ships don't seem to be designed to disguise their intentions like a Q Ship would. They're more militia ships which have had whatever weapons could be procured bolted on to them. I suppose in someway the Ferengi Marauder is a Q Ship, in the sense that it's a bulk freighter pretending to be a warship that has a pretty powerful party trick up its sleeve if you get too close, but in the end it's a paper tiger.

I'd love to hear others takes on this... is there anything I might have missed?
 
The FASA RPG has a module kind of like this (Old Soldiers Never Die), where a daring group of Orion raiders manages to steal an old Romulan warship prototype from Memory Alpha. It had been designed at the end of the Romulan War, and the Romulans never got it into service before the conflict ended. Starfleet captured and stored the prototype for study.

The Orions want to sell it on the interstellar black market, and the players have to retrieve the prototype (ideally) before it can be fully armed and sold. Failing to do that, they have to destroy a fully operational version. The Orion vessel that perpetrates the heist is said to have a special sort of shearing tractor beam in order to free it from Memory Alpha.

While the FASA Orions are not universally pirates in the conventional sense, they have learned how to copy many technologies from their neighbors. A good chunk of the Orion fleet is made up of Klingon designs (some acquired in legitimate trade and many others illegally or through copying), along with a few original classes and a small number of Federation civilian vessels that have been copied or stolen. The main issue with a lot of Orion-built technology is that their shipyards and production facilities are less advanced than those of a power like the Klingons or the Federation, so their copied vessels tend to be more fragile in operation.
 
1. Powerful weapons, to quickly subdue enemy ships.
2. Fast warp engines, to escape vengeful fleets.
3. A large cargo hold, for storing booty.
 
Depends on the contract and NDA they have with them, I'd say.

Keeping in mind that most pirates and extralegal ventures don't have access to the bigger engines, shields and guns compared to any given Starfleet; but Starfleet can't be everywhere and they only need to catch up to and disable their target ships. As such, most pirate vessels would not have much more than slightly higher top speeds and shields than the ships they're going after. I'd prioritize speed to escape any authorities over anything else.

Mark
 
Another consideration might be communications jamming tech so the ships they're attacking can't call for assistance.
 
Depends on the contract and NDA they have with them, I'd say.

Keeping in mind that most pirates and extralegal ventures don't have access to the bigger engines, shields and guns compared to any given Starfleet; but Starfleet can't be everywhere and they only need to catch up to and disable their target ships. As such, most pirate vessels would not have much more than slightly higher top speeds and shields than the ships they're going after. I'd prioritize speed to escape any authorities over anything else.

Mark
Don't forget that given the vastness of space + Black Market Options, getting Bigger Engines/Shields/Guns are pretty easy since you don't have to get it from a UFP member world or any affiliated colonies/territories/planets. There are plenty of outside areas to do business in.

UFP Space isn't the be all / end all of places to get equipment.
 
Bah! Holograms are so 2370s. I want a directed, phased energy beam in the shape of a personal emblem for my ship!


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Mark
 
Bah! Holograms are so 2370s. I want a directed, phased energy beam in the shape of a personal emblem for my ship!


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Mark
That's WAY too wasteful use of energy IMO.

Holograms would be cheaper, energy cost wise.
 
For comparison's sake, there are a number of different "pirate" factions over in the Star Fleet Universe; each one is built around a different design paradigm, based on the area of space they operate in.

In the Alpha Octant, the Orion Pirates operate ships that are smaller than the average for their respective size class; this is so they can be given a profile (and "passive" stealth coating) that provides them with a "natural" electronic warfare bonus. They also have the ability to "double" their warp or impulse engine output - yet doing this accrues damage to said engines over time. Each pirate cartel has its own operating area, which affects the type of "local" technologies (such as weapons, or cloaking devices if operating in Romulan space) a given Orion ship has access to.

In the Omega Octant, the Zosman Marauders emerged as the main "pirate" faction. Unlike the Orions, the Zosmans build "full-sized" starships, which are built from the keel up to incorporate a system known as the Stealth field. This is an active, or "paid-for" system, similar to a cloaking device, which allows Zosman ships and bases to operate at an operational or strategic level undetected, and which blocks active fire control if used at a tactical level. Zosman ships are designed to use a range of weapon and system modules, enabling each Marauder cell to operate technologies sourced from the local Omega empires.

In the Lesser Magellanic Cloud, the Jumokian Resistance lost their home world to one of their former subject species, and later on saw an attempt to liberate said planet end catastrophically. After this, they turned to piracy as an end in and of itself. Jumokian ships act as de facto tugs, using the same packs deployed by Pinnaces - a kind of civilian unit seen in much of the LMC. As with the Zosman use of the Stealth field, the Jumokians wove a "paid-for" system called the distortion field generator into their starship designs. However, since the DFG requires the use of a fragile tuning crystal, they can only use it for short periods of time.

Perhaps the most unorthodox hull types are those used by the High Pirate Bands of the M81 Galaxy.. These are "export" designs, provided to the pirates by a faction known as the Nebuline - who, as the name suggests, are native to active nebulae. Each ship has an oversized port wing, with has rows of tractor beams installed. This is so the raider can dock to a target freighter and cart it away in its entirety! To facilitate this, the port wing has a third warp engine installed, though this engine cannot be used to aid in movement until a freighter is docked. These ships have no built-in "stealth" function.

In terms of weapons, each type of "pirate" faction has local types they can, or cannot, operate. Notably, certain Zosman cells have access to the energy howitzer, which primarily focuses on damaging shields; similarly, the M81 Pirates can operate an equivalent weapon known as the shield cracker. Both are useful in the pirate line of work, as they help minimize any damage scored on the precious cargo being expropriated...
 
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Lots and lots of small craft, swarm attack against cargo ships. hit fast, take stuff, leave stranded, go before the local authority arrives. It requires accepting massive losses but these are theoretical pirates, not the glee club. It also allows for cheaply obtainable craft, or even built nearby en-situ. The Maquis appeared to take a similar route but could not commit to it due to lack of resources, ethical decisions and lack of personnel.

 
Potentially energy dampening weapons might also be useful, to immobilize the enemy ships.


In 2375, a graviton pulse was used by a small Klingon fleet to disrupt the warp drives of several pursuing Jem'Hadar attack ships. (DS9: "Once More Unto the Breach")

Also disable the weapons of the crew:
Bombardment with tetryons can render directed-energy weapons inoperative. Jadzia Dax utilized tetryons to disable the weapons of The Albino's troops on Secarus IV in 2370. (DS9: "Blood Oath")
 
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