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Blockading is one of the major activities that a captain can do in orbit of a zone. Blockading is inherently hostile to the zone below and it's faction owner. Blockading attempts to interfere with the commerce of the zone by intercepting merchants who service it. Blockading is most often carried out by pirates who are seeking to relieve rich merchants of their precious cargo. It may also be used by Military and Zealot Captains who wish participate in a faction conflict. During a conflict a Captain may draw a "Strike a blow in a conflict" card which will influence the conflict score away from the zone owner and give reputation with the opposing faction. Bounty Hunters may also be sent to blockade as part of a mission, this is generally do draw out a military ship target. As a hostile act, blockading is likely to draw out hostile military captains of the faction below. Any captain engaging in blockading should be prepared to engage in ship-to-ship combat.

Strategy[edit | edit source]

Like other operations, becoming great at Blockading will require a dedicated build. Increasing ship Pilot and Intimidate Skill Pools should be a key priority. Blockaders will also need to invest in Talents that will help them determine the results of the card game. Most of these are provided by Pirate and Zealot crew members though, Gunners and Diplomats also have a single Talent that can help. In the early game, it is best to Blockade often, checking the hand that is dealt at nearly every zone that is visited and only playing those hands that give a reasonable chance of success versus possible negative outcomes. As a Captain's crew and ship develop, they will be able to engage in more extended Blockades over the planet of their choice.

The Card Game[edit | edit source]

The results of blockading are determined by a card mini-game. The Captain will draw 5 cards which are determine by risk and reward factors. He or she may then have the opportunity to modify their draw through the use of one crew talent which can allow them to redraw, remove or improve a card. Then one card will randomly be selected from the remaining cards providing either a negative, positive or neutral result. If a negative result is drawn it is possible that it's results may be avoided by a test of certain captain and ship skills. All blockading actions consume time and fuel.

Card Game Mechanics/Logic[edit | edit source]

Card games are based on a deck of 50 cards. There are 25 bad cards (red) that are influenced by Risk Factors (listed below). There are 25 good cards (green) and are influenced by Reward Factors (listed below). The deck is shuffled, and 5 random cards are dealt. Once the hand is played (random card selection), all cards are reshuffled and a new hand is dealt.

Risk Factors Negative Results Reward Factors Positive Results
Icon prop military.png
Military Rating
Icon prop government.png
Government Rating
-1 Time Lost 10+ Fuel and Turns
-1 Crew Danger 10-20 Damage to up to 5 Crew
-1 Ship Danger 10-20% Damage to 2 Ship Components
-1 Ship Encounter Unexpected Ship
-1 Bounty Hunters Bounty Hunter Ship
-1 Ship: Explorer Explorer Ship
-1 Ship: Merchants Merchant Ship
-2 Crew Danger 15-30 Damage to up to 8 Crew
-2 Competitive Pirates Hostile Pirates
-3 Ship Danger 15-30% Damage to 2 Ship Components
-3 Ship: Bounty Hunter Hostile Bounty Hunter
-3 Pirate Attack Hostile Pirate Ship
-4 Ship Encounter Powerful and unexpected Ship
-4 Crew Danger 20-40 Damage to up to 15 Crew
-5 Ship Danger 20-40% Damage to 2 Ship Components
-5 Deadly Accident Death among Crew
-5 Military Patrol Hostile Military Patrol
Icon prop credits.png
Economy Rating
Icon prop starport.png
Starport Rating
Icon prop charisma.png
Captain's Charisma
Icon prop resilience.png
Captain's Resilience
Icon prop pilot.png
Pilot Skill Pool
Icon prop intimidate.png
Intimidate Skill Pool
+1 Distress Signal Various Results
+1 Ship: Merchants Merchant Ship
+1 Naval Patrol Military Ship
+1 Ship: Smuggler Smuggler Ship
+1 Intel Leak 2-5 Intel Records
+2 Distress Signal Various Results
+2 Smugglers +3-6 Rep and face Smuggler
+2 Ship: Explorer Explorer Ship
+2 Wreck in Space Recover Fuel, Repair Hull
+2 Uncover Rumor Learn New Rumor
+2 Extort Bribes Up to 3,250 Profit
+2 Ship: Smuggler Smuggler Ship
+2 Credit Skim Up to 1,950 Profit
+2 Intel Capture 4-8 Intel Records
+3 Wreck in Space Recover Fuel, Repair Hull
+3 Raiding Pirate +3-6 Rep and face Pirate
+3 Reputation Bonus +6-12 Faction Rep
+3 Uncover Contact New Contact Introduction
+4 Credits Score Up to 4,550 Profit
+4 Intel Trove 6-12 Intel Records
+4 Foreign Contact New Contact Introduction
+5 Lootable Merchants Merchant Ship

Talents for Blockading[edit | edit source]

Icon Name Job Required Rank Description Cooldown

Talent blockade merchants normal.png
Corsair's Eye Pirate 1 During a Blockade of a system, replace a risk card with a Merchant card. 3 weeks Cooldown

Talent blockade passive bonus normal.png
Infamous Presence Pirate 5 During Blockade of a system, increase reward by 10% + Intimidate Skill 6 weeks Cooldown

Talent blockade mission normal.png
Terror of the Skies Pirate 11 During a Blockade of a system, replace a risk card with a Mission Success reward card. 3 weeks Cooldown

Talent blockade remove normal.png
Twitchy Trigger Gunner 8 When Blockading a system, remove a risk card. 3 weeks Cooldown

Talents blockade reroll all normal.png
Unbridled Raider Pirate 15 During a Blockade of a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown