The Pirates can rob enemy ships. They will steal Neutronium, Tritanium, Duranium, Molybdenum, Colonists, Supplies and Money, in this order. Pending ship-to-foreign-ship and ship-to-foreign-planet transfers are intercepted and stolen, too (if the victim did a ship-to-own-ship-or-planet transfer, that one will be resolved client-side and can't be stolen).

The most common use of this mission is to await the victim with a few cloaked ships, and rob him dry and board him next turn. Tow and Rob will happen uncloaked, though.

Preconditions:

  • ship has fuel
  • ship has beams

Ordering:

  • Robbing happens in per-player Id order at each place.
  • Each robber tries to rob its victims in Id order.
  • From each victim, resources are taken in order Neutronium, Tritanium, Duranium, Molybdenum, Colonists, Supplies and Money.
  • Of each resource, the Pirates steal the regular cargo room first, then the ship-to-planet transporter, and finally the ship-to-ship transporter.

Relevant Configuration Options: RobCloakedChance, RobCloakedShips, RobFailureOdds.

Relevant PControl Stages: RobMission.

This is a testing version.
It may be incomplete, and have more bugs (or features) than the public live version at planetscentral.com.