IIRC the OTU Transponders(Civilian) have an on/off switch to be used in case of "Danger of pirat attacks" so the trader can hide. This is described either in SOM or in the description of the "Smart" transponders in Challenge. Military crafts have a "select who you are" transponder
---------------Yep. I bet a lot of pirates and privateers have the "select who you are" transponder too.
Boarding through a new hole won't be that uncommon IMHO. If you have a craft that requires aggressiv boarding as opposed to a trader that has given up than the ship will already be badly damaged (M-drives gone etc) and you're likely looking for looting the cargo and spares rather than stealing the ship. Even IF you have a tender that could carry the prize it's more likely to end up as spares
----------------------I am wondering how often that would happen though. The reason is that you have a lot of risk involved there. There is a good chance that you will shoot up the cargo you are trying to get at, when you try to disable the ship. Then the crew may or may not fight back and may or may not be effective at fighting back. I'll give you big points there, but what cargo is worth all that? Wouldn't you want the ship more than anything else if you could get it? Yet, you have to shoot the ship up so bad to board her and gain control. There might not be much left. There may not be any profit in it.
The "wall of fire" only exists IF the freighter crew has access to belt-fed autoweapons and the skill/willingness to use it. And it's only dangerous if you are the first thing through that hole. Enter "Hammelburg-style", let Mr. Grenade lead the way. After all we are talking about boarding a freighter, not ISS Bards Refuge so the Crew will likely have little to no Vacuum-Proof armor and none that a good frag grenade can't endanger. Neither will they be likely to have a maschinegun. IF you are boarding a warship than you better bring Combat Armor or BattleDress. In that case you can IIRC ignore anything below a LAG and that is slow firing.
---------------------Its a dangerous verse out there. belt fed Auto-weapons are available at tech 6. If there was a danger of pirates it is reasonable to assume that crews would be armed and that merchants might in fact travel in convoy or with escort protection. I concede that you have a point about the merchant crews especially if they are facing a better-armed pirate. The question in my mind is how often does this happen and how does it happen. If pirate boarding actions of the type that you describe are infrequent and irregular in terms of how often and where they occur then I could concur with this. Most Merchants would not hire security, but take out an insurance policy. The ship probably would try to out-maneuver/outrun the pirate and would stand down rather than start a running space battle. The crew would probably have been given instructions by the mega-corporation, company or owner not to resist at all so as to avoid damaging the ship. Anti-hijack and coded shutdowns would then act like the time-vaults of a bank insuring that the pirates couldn't steal the ship. They'd enter, take the cargo and leave - very civilized.
-----------------In bad cases the pirates would try to take the ship with them either impressing or marooning the crew or they might take some hostages and try to get ransom money. I guess there are really a myriad of possible scenarios and a lot of it depends as you say on the forces involved.
------------------In the worst case, the pirates would be blood-thirsty and would take no prisoners, though I see no real motive for this in most cases. Pirates are about profit and killing people doesn't bring you any more profit it just puts a bigger price tag on your head.
Attaching your main starship to an enemy, even one that can no longer shoot back is dangerous. Not only do you risk counter-boarding(1) but you might also find the computer slowly citing numbers. Like "5...4...3...2..." and the ships reactor going critical. Besides Counter-Boarding did happen even by non Q-Ships when pirats picked the wrong target
--------------------Yeah, I doubt that many merchant crews are going to blow their vessel. That is a pretty daring move. If the pirate was known for not taking prisoners or for mistreating them, then I could see the crew maybe doing something like this. Otherwise they are probably given instructions like bank personnel to not resist and to not give the pirates a reason to damage anything. This is of course a different story if the pirates can fly away with the entire ship.
---------------------I suppose that it is probably safe to bet that the pirates are better armed and armored than the crews. The pirates are operating outside the law and are going to have military equipment that the crews may not be allowed to have. how does that work though? I mean, we go by law level, but is there a law level in space? Could and would a merchant captain pick up surplus military arms and armor for the purposes of defending his ship? Once again there are a lot of possibilities and it is a big verse out there.
As for "everybody firing down the breach" that requires the breach or airlock to be at the right position. On quite a few ships that's not the case, restricting the firer to a single person or two at most.
---------------------Yeah, but on some all you need is a granny with a broom (ok maybe a LAG or a shotgun) to repel the boarders. You can bottle them up then too.
As for "boarderers restrain themselfes to not hit the cargo" this again depends on the ships layout and the weapons used. Quite a few ships are layed out in a way that I can start launching 40mm HE-grenades in the crew quarters till Sunday without endangering the cargo.
-----------------------hmmm . . . I suppose. Damage to cargo and ship's systems are maybe not always pre-programmed, but the pirate would have to have some knowledge of the target ship's layout and there is no telling if the owners have made changes to the layout. There is a lot of risk for the pirate:
1. The pirate needs good intelligence about the cargo.
2. The pirate needs good intelligence about the crew and the crew's arms and armor.
3. The pirate needs to take out the guns and maneuver drive of the ship without
a.) damaging the cargo
b.) destroying the ship
c.) damaging the ship too badly (in the event that the pirate wants to try
to take the ship as part of the booty)
4. Its better if the pirate knows something about the layout of the ship
The whole thing has to be profitable and there is a lot of risk. This speaks against the capt-blood-style boarding action.
And the final question is:
Where will one find a merchant crew that CAN and DOES resist with that massive amount of firepower? Where did the Merchants get the weapons, armor and training? Most boarding actions in history where quite peaceful with the violent ones mostly being pirat/privateer vs. warship (Spanish Treasure Fleet Galeons qualify as Warships as did quite a few Hanse-Koggen) or warship vs. warship. The Jolly Rodger in history was a "give up and survive" signal after all
(1) We ARE talking of a dangerous crew here after all, otherwise the discussion is moot
---------------------Yeah, this is the question. How well armed is your average merchant crew? Do the planetary law levels of the systems that you want to trade with dictate your crew's arms and armor? Or is the ship the domain of the captain and crew? I could imagine that some governments would say you cannot bring a pea-shooter dirtside with you and if we find it on your ship we'll impound your ship, try you and throw you in jail or at least make you pay a fine for a weapons violation. On the other hand I could imagine there being some law that says a captain and crew can have whatever they want to have on their ship as long as it doesn't leave the ship. What laws govern the equipment in the ship's arsenal? If the latter law is in effect then you may have crews armed with lasers and plasma guns greeting your pirate boarding party. Otherwise, I could see the criminal pirate being better-armed and armored than your merchant crews in most cases. If the Pirates are better-armed and armored then it would be an argument to support the capt-blood style boarding action.
--------------------------All good and viable points. Thanks for the input.
---------------------Does anyone know how it is with law levels? Does the law level of the visited system place constraints that govern the contents of a ships arsenal? Or is the ship the domain of the captain and crew?
---------------My guess is that it is different everywhere. Some systems try to prohibit what the captain and crew have on board according to their law level. Others allow the captain and crew to have whatever they want in their arsenal as long as it stays on the ship.
---------------Whatever the case is this is a significant determinant of how well a crew could be armed.