Boarding Craft

Discuss the Traveller RPG and its many settings
AnotherDilbert
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Re: Boarding Craft

Postby AnotherDilbert » Sun Nov 25, 2018 8:26 pm

Annatar Giftbringer wrote: Does the autodoc even need to be a fixed installation, or can it just be wheeled in from sick bay and placed in the cargo hold when needed..?
When trying to revive a marine while the craft is under fire and evading wildly, I would really want the autodoc to be firmly fixed...

Annatar Giftbringer wrote: I see you added computer/10 plus backup/5, but unless I read the sheet wrong there's no additional software?
That is just reflex for me. It basically costs nothing and gives a bit of redundancy. It ready to run e.g. Expert software to help the pilot, Virtual Crew, Evade, or FC as needed.

Annatar Giftbringer wrote: Perhaps not budget as in pure credits, more like every naval base is gonna have a finite number of each type of craft, and since some of the launches aboard a cruiser will be primarily meant for cargo and personnel transport while not being shot at it's likely that a request for "military launches only" will be denied.
Aboard ship the need to save a MCr or two is not very great, but on a Naval Base with far more small craft it's different.

I would go with armoured craft in ships, and mostly civilian craft on bases?

Annatar Giftbringer wrote: I'd say this little combat launch is shaping up to become something very nice looking, useful and perhaps worthy of being a little bit proud of, thanks for all the help!
Yes, it looks good. Glad to help!


If this is the naval "light truck", it's perhaps time to make a 10 Dt jeep version?
Annatar Giftbringer
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Re: Boarding Craft

Postby Annatar Giftbringer » Thu Nov 29, 2018 8:42 pm

When trying to revive a marine while the craft is under fire and evading wildly, I would really want the autodoc to be firmly fixed...
Haha well I didn’t plan to just let it roll around on the cargo hold floor with transportation wheels still down! It would of course be bolted/mag-locked whatever in position and installed, but not permanently.

Was it in rendezvous with Rama an autodoc failed spectacularly due to unforeseen ship movement..? Messy...
That is just reflex for me. It basically costs nothing and gives a bit of redundancy. It ready to run e.g. Expert software to help the pilot, Virtual Crew, Evade, or FC as needed.
That is an excellent point, and something I’ll make sure to remember!

Crazy idea, and probably stupid, but what if the main craft had a relatively simple computer, just for man/0 more or less, and the modules carried the actual main comp? The way we could really customize the craft! Dock the module, get the software.
I would go with armoured craft in ships, and mostly civilian craft on bases?
That does sound like a reasonable rule of thumb.
If this is the naval "light truck", it's perhaps time to make a 10 Dt jeep version?
What, 20 dtons wasn’t limiting and cramped enough? Nah, just kidding. It would be very interesting to see how much utility we can get from a 10 dt hull, especially considering how much we could fit in this one!

I reckon a boarding craft would be a bit tricky though, due to the size of some vital components - but utility? Sure.

I had an idea to take this in the opposite direction, see what could be done if we remove the size limit, but going smaller might be a fun challenge first :)
AnotherDilbert
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Re: Boarding Craft

Postby AnotherDilbert » Fri Nov 30, 2018 12:53 am

Annatar Giftbringer wrote: Crazy idea, and probably stupid, but what if the main craft had a relatively simple computer, just for man/0 more or less, and the modules carried the actual main comp?
We could do that. I have certainly included software in modules, e.g. PD software in a laser turret module. It might be expensive to duplicate computers in several modules.

Annatar Giftbringer wrote:
If this is the naval "light truck", it's perhaps time to make a 10 Dt jeep version?
What, 20 dtons wasn’t limiting and cramped enough? Nah, just kidding. It would be very interesting to see how much utility we can get from a 10 dt hull, especially considering how much we could fit in this one!
I sketched this:
Image

Built to the same standard and using the same modules as the Boarding Craft.
9 g, Armour 15, cramped cockpit instead of bridge.
Extremely power starved, has to reduce acceleration to fire lasers.
I included a little battery in the Ground Assault Module to power the laser for an hour making it a very basic space fighter.

We could make a Space Combat Module with a better computer and some software, but it would be very expensive (albeit irrelevant compared to the cruiser pod):
Image
I don't even know what to do with all that space left over!
Hm, we could add a Sub-Command Centre for a DM+1...


With a Ground Assault Module it would make a quite reasonable IFV for a squad of marines at 10 Dt and MCr 7.5, far superior to the basic G/Carrier.
Condottiere
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Re: Boarding Craft

Postby Condottiere » Fri Nov 30, 2018 4:34 am

As i recall the Classic rules, you had to disable the target's drives in order to be able to initiate a hostile takeover.

Ramming has still got to be a viable, if desperate, option.

You could also harpoon Mobile Dick, and reel in the boarding party.
baithammer
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Re: Boarding Craft

Postby baithammer » Fri Nov 30, 2018 4:37 am

Nope, forced linkage can be used to engage a moving target.
this is
opposed by the target’s Pilot skill check if it is manned
and under power.
Condottiere
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Re: Boarding Craft

Postby Condottiere » Fri Nov 30, 2018 4:51 am

I'd spin and install spikes on the exterior.

You'd have to disable all weapon systems that could target near or on the hull, since boarders would be sitting ducks. Specifically point defence batteries.
baithammer
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Re: Boarding Craft

Postby baithammer » Fri Nov 30, 2018 9:20 am

The boarding craft should be launched under the cover from a support craft and minimize the transit time to prevent the defender from targeting the boarding craft.
Linwood
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Re: Boarding Craft

Postby Linwood » Sat Dec 01, 2018 2:43 am

I could also see the use of decoys, jamming arrays, etc to suppress any remaining defenses long enough to get close to the target.

Maybe the first wave would be robots targeting point defense batteries and other close-in defenses?
baithammer
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Re: Boarding Craft

Postby baithammer » Sat Dec 01, 2018 7:35 am

Boarding vessel deployment would be the last stage with combat ships engaging the target ship first, then support ship ( Carrying the boarding craft) move into medium range in order for the boarding craft to be launched and tranisting in 1 turn to the target ship which if successful allows a boarding attempt at the end of the combat turn.
Reynard
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Re: Boarding Craft

Postby Reynard » Sat Dec 01, 2018 2:04 pm

"As I recall the Classic rules, you had to disable the target's drives in order to be able to initiate a hostile takeover."

The piracy section from MgT1e Book 6: Scoundrel can be invaluable for understanding boarding actions. Plenty of skill checks along the steps to intercept and board a target. The skill task - Attack engines and the optional rule - Called shots should be a must.
Condottiere
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Re: Boarding Craft

Postby Condottiere » Sat Dec 01, 2018 3:14 pm

Most commercial ships are relatively slow moving, and only the most expensive ones will have pop up weapon systems.

Holing the fuel tanks should work as well.
AnotherDilbert
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Re: Boarding Craft

Postby AnotherDilbert » Sat Dec 01, 2018 5:05 pm

baithammer wrote: Boarding vessel deployment would be the last stage with combat ships engaging the target ship first, then support ship ( Carrying the boarding craft) move into medium range in order for the boarding craft to be launched and tranisting in 1 turn to the target ship which if successful allows a boarding attempt at the end of the combat turn.
It would be very convenient to have such an accommodating enemy as to let us in as close as we wish. I fear we can't count on that.

Reynard wrote: The piracy section from MgT1e Book 6: Scoundrel can be invaluable for understanding boarding actions. Plenty of skill checks along the steps to intercept and board a target. The skill task - Attack engines and the optional rule - Called shots should be a must.
This of course presumes that the enemy ship is no longer under power. Since we can no longer damage drives with conventional damage that is difficult achieve. "Ion" weapons can reduce power to the drives, unless they are hardened.


The "Forced Linkage Apparatus" is the answer in this edition and that basically obsoletes the procedures in MgT1 presuming an immobile enemy. MgT2 has its own procedures and tasks to roll.
Old School
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Re: Boarding Craft

Postby Old School » Sat Dec 01, 2018 9:24 pm

The called shot rule is made significantly more appealing in the 2nd Edition Pirates od Drinax Campaign vs what was in scoundrel. Still have to get a critical hit, but if you do, you choose the affected system rather than just improving the roll.

I think the actual hostile boarding of a ship would be much more rare than ship combat. The more likely scenario for boarding is that one ship has surrendered to avoid complete destruction. In that case you don’t need to force or fight your way on board. Once the victorious ship docks with the defeated one, they simply order the defeated crew to come to them one at a time, unarmed and unarmored. Only if the loser doesn't comply do you need a hostile boarding action, and the other option of of undocking and pounding their ship some more is also viable.
Linwood
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Re: Boarding Craft

Postby Linwood » Sun Dec 02, 2018 1:01 am

To Condottorie’s point, it’s easier to immobilize a small ship by taking out its fuel. Easier and cheaper to repair too.

The one space battle i’ve run so far featured all small ships (400 dton and smaller) and ended with the opponent’s ships as battered hulks. Resistance to the boarding parties was minimal.
AnotherDilbert
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Re: Boarding Craft

Postby AnotherDilbert » Sun Dec 02, 2018 4:47 am

Old School wrote: The called shot rule is made significantly more appealing in the 2nd Edition Pirates od Drinax Campaign vs what was in scoundrel. Still have to get a critical hit, but if you do, you choose the affected system rather than just improving the roll.
I wasn't aware of that possibility, since I don't do Drinax. How does the called shot work in MgT2? Still Short range and DM-2?

Old School wrote: I think the actual hostile boarding of a ship would be much more rare than ship combat.
Agreed. It's a specific tactic and you have to come prepared to use it.

But it you are completely unprepared for it, some bastard will use it against you sooner or later...
Condottiere
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Re: Boarding Craft

Postby Condottiere » Sun Dec 02, 2018 7:00 am

This is probably where paying through your nose for a stealth coating pays off.
baithammer
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Re: Boarding Craft

Postby baithammer » Sun Dec 02, 2018 7:26 am

AnotherDilbert wrote:
Sun Dec 02, 2018 4:47 am
Old School wrote: The called shot rule is made significantly more appealing in the 2nd Edition Pirates od Drinax Campaign vs what was in scoundrel. Still have to get a critical hit, but if you do, you choose the affected system rather than just improving the roll.
I wasn't aware of that possibility, since I don't do Drinax. How does the called shot work in MgT2? Still Short range and DM-2?
Short range, direct fire weapons ( No missiles or torpedoes.) only and -2 dm.
AnotherDilbert
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Re: Boarding Craft

Postby AnotherDilbert » Sun Dec 02, 2018 1:35 pm

baithammer wrote: Short range, direct fire weapons ( No missiles or torpedoes.) only and -2 dm.
Thank you.

Absolute target selection or a shift in the table?


This might revive crit fisher tactics...
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Re: Boarding Craft

Postby Annatar Giftbringer » Sun Dec 02, 2018 2:11 pm

Absolute target selection.

Need to crit though, at -2 DM.
AnotherDilbert
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Re: Boarding Craft

Postby AnotherDilbert » Sun Dec 02, 2018 2:45 pm

Annatar Giftbringer wrote: Absolute target selection.
This opens up possibilities...

Short range, so basically dogfighting.

Small ships (2000- Dt) should definitely look out for lasers, probably use Reflec. Armoured bulkheads are back in style.

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