376

(42 replies, posted in Iron Stars)

How slow do you want them to go (what's the combined momentum limit)?

By the way -- while I have yet to think of a military designation for my Italian boarders, here's the slang reference used in the Regina Celestia, or whatever their Ether Fleet will be called.

uomini morti  -- "dead men." 

Garbed in heavy, sealed environmental suits, they pour from their parent vessel's hull, directed by crude rocket propellants and kept alive (at least in theory) by safety lines fixed to the hull.  One man in every 6-man team is equipped with a pole ending in a magnetic mine fixed to the targeted ship's armored plating.  Once the hull is breached, the uomini morti storm inside, forcing their way past the debris and corpses sucked through the opening into the vacuum of space.

....now I'm off to bed.  not heading to work til the afternoon cause the 2-yr-old is sick and the wife and I are splittin the day.  At least I get to sleep in.

377

(42 replies, posted in Iron Stars)

Rough idea for the to-hit mechanic.

A ship launching a boarding action rolls D4/D6/D8 based off the quality of the unit.  A "1" is a bungled roll and results in the troops missing the target, and tumbling off into space, never to be recovered.

A standard miss just means conditions weren't right to deploy, or whatever.

The formula is:
1/2 Die Type +1 for every inch beyond the first inch (yeah, even shorter range bands than torps).  You don't want boarders covering a big expanse of space.

AND

+1 for every difference between the attacker and defender's speed at the end of the Reactive Movement Phase.

The reason for the difference in speed being the modifier is that the speed of the attacking ship, by itself, doesn't matter a whit.  Acting in a vacuum, its troops would simply step outside and inherit its forward momentum.  But if their target is moving drastically faster/slower, it makes the action all the harder.

So a ship launching a D6 boarding unit (like the Japanese Fukuryu) would need to roll a 5+ if attempting to board a vessel 3" away if their ship had matched its speed/velocity ( 3+ 2 for range +0 for speed variation).  If the ship was moving one faster than the target, they'd have to roll a 6 to hit (3+2+1).

How crew casualties would be applied (continuing or one time shot only) to the targeted vessel, I have no idea.

378

(42 replies, posted in Iron Stars)

Hey....Iron Star's first  "critical miss" mechanic  smile

I like  it.   The bloodier the better  :twisted:

379

(42 replies, posted in Iron Stars)

=======================================
A standard boarding party is d4, while specialized units get d6 or even d8.

Then, make an "attack" just like a torpedo, except:

1) Armour is not counted;

2) Apply momentum modifiers for both the attacker and target;

2) A "miss" means the boarding party is not "fired" -- i.e., its tethers didn't attach to the target or somesuch, but they can try again next turn; and

4) A "hit" means the party managed to board the enemy ship.

Then, conduct shipboard combat during the End Phase of each turn.

Dan
===================================
This sounds kinda neat.

It allows for some variation between boarders.  Different units/elites/whatever.

The only thing I would change (if it makes sense to you) is that a miss wastes the boarding party.  I'd treat them as expendable, just like torpedoes or missiles, and a miss sees them tumbling off into the void, having missed their intended target.  Kinda grim, but we're supposed to be depicting combat tactics of a race that is taking its first steps into deep space.  I picture guys in clumsy environmental suits, hurling themselves into the darkness in the hopes of reaching that nearby enemy vessel.

Just imagine how ruthless, and daredevil, such a military force would have to be.

Matt
PS -- I know I'm a heathen for bringing it up, but my main point of reference for ship to ship board actions (which I really liked by the way) was Battlefleet Gothic, where a ship could attempt a boarding action if within a VERY short distance of its target.  From there, factors such as size, armament and other things would determine the results of a contested roll between the two players.  But I like the approach you've introduced, because again, it separates average boarders with true specialists  big_smile I'd start with the route you've mentioned here.

[/quote]

380

(42 replies, posted in Iron Stars)

I don't think taking the ship home should be part of it.  There are other games that treat boarders as a purely offensive weapon meant to destroy systems, kill crew. 

And you gotta remember, the whole process of clearing away the corpses, getting things in running order, clearing the damage YOU've caused and get things moving is going to take hours.  If you're still in an active combat zone, it would be impossible.  I think it would be enough to leave the ship drifting in space, victimized by boarders who then sit tight on the hulk until (presumably) the shooting has stopped and their parent vessel returns to take things in hand.

381

(42 replies, posted in Iron Stars)

Boarding shouldn't allow for controlling a ship.  The grunts with explosive charges and rifles don't know how to drive, and aren't present in sufficient numbers to man the engines/bridge/weapons. 

Crew casualties are ticked off, and the thing's left floating dead in space -- just as it would be if hit by some of the kit described in TMW  big_smile

382

(42 replies, posted in Iron Stars)

I already got some neat names.

Fukuryu (Crouching Dragon) were late war troops the Japanese were going to use in WW2.  They strapped on diving suits, stood on the ocean floor just in front of a landing zone, and were meant to jab explosive tipped spears at the bottom of passing landing craft.  Now, the intendend role is different, but the name is neat.  So Japanese boarding parties could use this name.

Kampferschwarm (swarm of soldiers) for the Germans or Austrians.


The Italians....I dunno.  Something Italian.

383

(42 replies, posted in Iron Stars)

How's about the two ships have to have matching velocity and be presenting their broadsides to each other?  Or at least the attacking ship should be swinging around to present its broadside.

IE, the Active Force moves, then the Reactive Force moves.  If the Reactive Force can line up its broadside with the targeted ship, and match its speed by + or -1, it can deploy boarders.  I would think the distance should be no greater than 2".


I like the fact that larger ships roll larger die.  But for the results, I would have the crew casualties be equal to the difference between the two tosses.  A VL attacker rolls D12 and gets a "7," a defending M ship rolls D8 and gets a "5."  So the defending ship suffered 2 crew casualties. 

It just wouldn't seem fair to make the defending ship lose more casualties for managing a good roll that comes close to matching the attacker's toss.  So I think the losses should equal the difference between the two rolls.  It represents a smaller force potentially putting up a very stiff fight, but still losing.

Finally, this ideer might suck, but I think the number of LGs should attrit the attacker's strength before combat takes place.  For every N number of light guns dedicated to blasting these guys out of space, the die rolled by the attacking ship is reduced by a step.  So a VL ship attacking a M ship with a ton of LGs might see its roll reduced to a D10 or even a D8.  I say LGs because I think these are the pieces that could traverse and bracket the attackers fast enough to make a difference.

Does that make sense?