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Q2 How does pirate act in encountering? Does pirate kill the all crew?
There is a PDF supplement available at DriveThruRPG.com called "Golden Age Starships 2: Corsair" (
http://rpg.drivethrustuff.com/product_info.php?products_id=59648 ) that not only details a corsair ship (with Mongoose Traveller rules) but describes 5 different corsair groups and also describes different sorts of pirate behavior. Also, the old MegaTraveller supplement called "Hard Times" describes different sorts of pirate bands for the MegaTraveller/Hard Times setting.
Basically, the pirate will try to seem innocent in order to close the distance to their target. Once within range, smart pirates will give the target a chance to surrender, or perhaps just jetison valuable cargo, or abandon a valuable small craft. for the pirates to pick up. They don't want too much shooting. It damages the target ship, making it less valuable, and could damage the pirate ship as well. Also, smart pirates behave in a somewhat chivalrous fashion, not killing those they don't have to, and not abandoning them in deep space with no chance of getting to safety or being rescued. This is because once the pirates get a reputation for ruthlessness, every target will fight to the end just to save their lives.
Stupid pirates acquire a reputation for slaughter and callousness, making their next job all the harder.
"Hard Times" also talks about a variety of pirate called "rippers" who are basically sociopaths, escaped mental patients, et cetera. They don't just want loot, they want blood, torture, and so forth, and may not act in their own best interests because they are deranged lunatics.
Also, piracy is not found near worlds that have lots and lots of trade because they have powerful navies. Pirates tend to operate either in the outer parts of a solar system, not near the main world, or in backwater systems that are not patrolled much. Think how pirates operate today from Sudan. Yes, there is a lot of shipping through the Straights of Aden, but Sudan has no government to suppress the pirates, and what powers there are in Sudan are probably in on the piracy and other organized crime.
Another model, this time from history, would be the Barbary Pirates, muslim pirates who operated from North Africa and for centuries preyed on European and American shipping. For religious reasons (waging jihad on non-muslims), and for profit, the Barbary States gave these pirates shelter, and very often actively encouraged or even commissioned them. They not only attacked ships, but would also raid the European coasts for loot and slaves. Some coastal areas fought back more than others, and thus were troubled less; the flag of Corsica depicts a severed pirate head. Anyway, this model seems to fit Vargr Corsairs the best. They have a place to hide, perhaps official acceptance and popularity in the Extents, but are close to Imperium space for raiding on both ships and worlds.
Note that both real world examples involve muslims attacking non-muslims (just as Muhammed did on non-muslim caravans, basically as a "land pirate.") Thus, the piracy is justified by the pirate not only for profit but also for religious reasons. It can add depth to the pirate characterization if they have motives beyond loot. The Corsair supplement I mentioned describes one of the corsair bands as Solomani suppremists; Vargr could be Church of the Chosen Ones extremists. If you look up real world examples on Wikipedia, you will get ideas.