Edited: Because i didn't read the roster list fully.
Edit: smaller

Moderator: Thanas
Pirates live in the asteriod fields (or nebulas?) of systems, according to the rules they are absurdly difficult to locate; requring a ship to be observing the correct field while 5 ships dock there. Additionally eldar can move their pirate bases, making them even harder to locateStarshipTitanic wrote:So... Are pirates sending in their planets? Seems a bit quiet.
Done.Prozac the Robert wrote: Also: 2000AD, any chance of a slight shrinking of that map? It's a bit wide for my monitor.
Can't say that I've noticed, no.StarshipTitanic wrote:So... Are pirates sending in their planets? Seems a bit quiet.
That is indeed an absurd rule, and I'd certainly not use it to replace the rulebook's rules.InnocentBystander wrote:Pirates live in the asteriod fields (or nebulas?) of systems, according to the rules they are absurdly difficult to locate; requring a ship to be observing the correct field while 5 ships dock there. Additionally eldar can move their pirate bases, making them even harder to locate
You win a battle, and then claim them, in the normal rules. I wouldn't write the rules that way, but at least it's balancedInnocentBystander wrote:Question - how do we take unclaimed worlds? Land some troops, or is showing up with a cruiser enough?
In a way: You've got super-sneaky forgeworld equivalent. That represents the resources you get from normal piracy. If you want to do something drastic, like invading a world, you'd probably have to become a 'major power' for that, which necessitates being obvious. If on the other hand, you want to smash and grab everything in a world, win a battle, and the rules let you do that, basically.What about us poor pirates, can we benefit from unclaimed worlds?
I though the rules required landing of troops (purchased as shipyard) via ships with transport capacity.NecronLord wrote:InnocentBystander wrote:
Question - how do we take unclaimed worlds? Land some troops, or is showing up with a cruiser enough?
You win a battle, and then claim them, in the normal rules. I wouldn't write the rules that way, but at least it's balanced
No way. From reading the rulebooks I got that Hulks are large, very difficult to control and more or less used as WAAAAAGGGGHH! ferries. The fluff even notes that a Hulk should be captured back at all costs, even if it requires a full chapter of Space Marines. Hulks aren't the sort of ships pirates would want. They need small, fast, agile ships. Give them bases like everyone else.NecronLord wrote:Oh, also, on the topic of pirate bases, how do people feel about allowing a space hulk as an orky pirate base?
Those would be the horrifically complex additional rules. I'm talking about the basic rules.InnocentBystander wrote:I though the rules required landing of troops (purchased as shipyard) via ships with transport capacity.
Yah. That's my reaction too, but apparently there's some GW suggestion out there that makes out like it's a feisable choice.No way. From reading the rulebooks I got that Hulks are large, very difficult to control and more or less used as WAAAAAGGGGHH! ferries.
Oh... I thought were using those rules.NecronLord wrote:Those would be the horrifically complex additional rules. I'm talking about the basic rules.InnocentBystander wrote:I though the rules required landing of troops (purchased as shipyard) via ships with transport capacity.
That is a dumb idea, according to the fluff orks can't even control a hulk in the warp, they just pile in and 'hopefully' end up in a populated system. Giving them full control over a hulk is breaking the fluff as it is.Yah. That's my reaction too, but apparently there's some GW suggestion out there that makes out like it's a feisable choice.No way. From reading the rulebooks I got that Hulks are large, very difficult to control and more or less used as WAAAAAGGGGHH! ferries.
Yeah, i thought we were playing the advanced rules Necron posted?InnocentBystander wrote:Oh... I thought were using those rules.NecronLord wrote:Those would be the horrifically complex additional rules. I'm talking about the basic rules.InnocentBystander wrote:I though the rules required landing of troops (purchased as shipyard) via ships with transport capacity.
As a pirate base, the Orks wouldn't have any real control over it. It would sit in an asteroid field acting as a base with a load of ork weapons bolted on it, and with some of it turned into a shipyard. So it would have randomly ended up where it is, and the Orks would just be making use of it. If they completely ran out of people to fight, they'd presumeably move it out to the edge of the system, enter the warp and see where and when they next apear. It seems much more fluff compliant than using one as a full warship, which the Waaaagh! list allows.InnocentBystander wrote: That is a dumb idea, according to the fluff orks can't even control a hulk in the warp, they just pile in and 'hopefully' end up in a populated system. Giving them full control over a hulk is breaking the fluff as it is.