Pirates.
The Periphery is filled with smaller or greater Pirate Kingdoms ranging from 1 lowly populated asteroid to “Empires” ruling dozen planets, even the Inner Sphere itself contains some uncharted planets where they reside.
Unlike other Factions, Pirates don’t fight wars where they hold frontlines, capture cities…
They form raiding parties, make a sudden attack, then leave the place.
They can attack any of the 5 planets in the Inner Sphere designated by “loyalist players”.
Pirate attacks are only shown in the Faction play window, when the attackers are already on their way (full team is formed), so the defenders have to throw in what they have in hand.
Raids are similar to Conquest mode, but in this case, the capture points have a starting value, representing the C-bill reserves of the bank, machinery of the industrial complex etc.
If the attackers capture a point, they start to rob the place, represented by the falling value.
No satellite, long tom etc. in this mode, only if the Pirates are mad enough to attack a frontline planet equipped with them.
If all points are cleared, the time runs out, or the raiding party is destroyed, the drop ships leave the planet with everything they got. They can’t win by destroying the enemy team!
Instead of the usual constant C-bill CW rewards, pirates gain shares of the stolen goods, which is the based on the attacked faction's strength (attacking a strong faction is a greater risk but also offers greater reward).
The oldschool way
Due to their industry’s limitations, Pirates can only field Inner Sphere 3025 era equipment, which means:
No XL engine.
No LB-X and Ultra AC.
No ER Laser and ER PPC.
No Artemis IV and Streak SRM.
No Endo-Steel and Ferro Fibrous armor.
No ECM, Tag, Narc and CASE.
If a mech is equipped with any of those, it cannot be used in the Raiding Deck.
Instead they have:
“Scout” Drop decks are increased to 2 mechs and 65 tons.
“Invasion” Drop decks are increased to 6 mechs and 300 tons, but only 1 mech over 60 tons.
Rifles:
Primitive versions of the AC family, can be useful if you want to use the ballistic slots on a lighter mech.
Light Rifle: Range: 360 meters, Damage: 2, Heat: 1, Cooldown: 0.66, 3 tons, 1 slot, Ammo/per ton: 60
Medium Rifle: Range: 450 meters, Damage: 4, Heat: 2, Cooldown: 1.66, 5 tons, 2 slots, Ammo/per ton: 30
Heavy Rifle: Range: 540 meters, Damage: 6, Heat: 4, Cooldown: 3.5, 8 tons, 3 slots, Ammo/per ton: 20
Rocket Launchers:
Primitive rockets placed into a cheap, one-shot launcher, very inaccurate:
Rocket Launcher 10: Range: 540 meters, Damage: 1/rocket, Heat: 3, Cooldown: -, 0,5 tons, 1 slot.
Rocket Launcher 15: Range: 450 meters, Damage: 1/rocket, Heat: 4, Cooldown: -, 1 tons, 2 slots.
Rocket Launcher 20: Range: 360 meters, Damage: 1/rocket, Heat: 5, Cooldown: -, 1,5 tons, 3 slots.
In general this Faction tries to show a different side of MWO, where laser vomiting juggernauts are not the kings of the battlefield (hopefully).
Edited by Ooorky, 20 July 2016 - 07:07 AM.