So, in another thread, the point of a hostile boarding of a ship came up.
What does it take to cut through an airlock and/or a bulkhead? How long does it take? Do they have specialized breaching charges? Laser Torches?
The scenario is a pirate attack. The goal is to prevent the target Free Trader from jumping. If they can prevent that, then they have all the time they need to ransack and take what they want from the ship.
Is there anything the crew can do to actually stop prepared, motivated attackers? Can shotguns and cutlasses defend against vacc suited marauders with grenades and explosives? How many Free Traders are deigned to be death traps to potential invaders?
If the pirates literally cut out the airlock hatch, that is where there once was an airlock hatch is now a hatch size hole, is that enough to disrupt the jump grid on the ship to prevent jump? Just how much disruption can the grid take? Perhaps rather than boarding the ship, they'll just blow holes in the grid to keep the ship from jumping and decompress the ship.
In Snapshot a breach is 1000 points of damage. In AHL, its 250 points of damage, and a satchel charge does (net) 25. So, that's 10 satchel charges to breach the hull. Lot of work.
What does it take to cut through an airlock and/or a bulkhead? How long does it take? Do they have specialized breaching charges? Laser Torches?
The scenario is a pirate attack. The goal is to prevent the target Free Trader from jumping. If they can prevent that, then they have all the time they need to ransack and take what they want from the ship.
Is there anything the crew can do to actually stop prepared, motivated attackers? Can shotguns and cutlasses defend against vacc suited marauders with grenades and explosives? How many Free Traders are deigned to be death traps to potential invaders?
If the pirates literally cut out the airlock hatch, that is where there once was an airlock hatch is now a hatch size hole, is that enough to disrupt the jump grid on the ship to prevent jump? Just how much disruption can the grid take? Perhaps rather than boarding the ship, they'll just blow holes in the grid to keep the ship from jumping and decompress the ship.
In Snapshot a breach is 1000 points of damage. In AHL, its 250 points of damage, and a satchel charge does (net) 25. So, that's 10 satchel charges to breach the hull. Lot of work.