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Breaching airlock doors

rancke

Absent Friend
Using MgT equipment. if I wanted to assault a grounded starship1 by blowing holes in the airlock doors, what sort of man-portable explosive devices would I be using?

1 Actually docked at a space station, but I don't suppose that would make any difference.


Hans
 
As a role-player? Or as a wargamer?

Role-player. I'm working on a gunfight for my introductory adventure and decided on a gang of criminals trying to rescue a prisoner being carried on the ship the PCs are crewing. The PCs will get enough warning to arrange an ambush on the dock, but the attackers should be prepared to deal with closed airlocks.


Hans
 
I don't know about MGT per se, but I've often toiled with this idea, too.

Don't you think that there's got to be some sort of standardized exterior connection to open hatches from the outside? I'm sure it could be over-ridden from the bridge, but what about a simple comp hook-up? You open a flap on the outside of the hull then hardwire in a comp, using the universal codes first (like hitting 911 on apartment security gates), and if those don't work, you attempt a hack.

Boom, the outer hatch opens.

More of a computer problem than an explosive one, I think. Explosives are so messy, and that hull would be almost impossible to cut through.

What if all the power goes out? I'm sure there's a manual lock, but most ships wouldn't keep them locked. There's probably a simple hand crack one can pull out of its holder and then simply screw the door open, when the ship's power is completely dead.

Thoughts?
 
I don't know about MGT per se, but I've often toiled with this idea, too.

In the SOM they said the iris airlocks has explosive bolts built in for emergencies (in addition to a manual crank). Enter the code and 10 secs later the hatch blows off. Like what Dave Bowman did in the 2001 movie to get out of the pod.

Hack the emergency code and you're in, unless there is a 'semi-secret' override code for rescue personnel which the boarders got ahold of (extortion, bribery, theft, etc) in which case they just use that.
Of course this despressurrises the ship section which would cause internal bulkheads to seal makiing movement between sections difficult for both the boarders and crew.
 
I'd use a laser turret weapon from another ship that's parked nearby. And hope I don't kill the person inside I'm trying to rescue.
 
It might be dependent on the flavour of the adventure and the expected skilllset. If it's a tad cyberpunk, have someone hack either the airlock subsystem or even temporarily gain control of the ship's computer.
 
In the SOM they said the iris airlocks has explosive bolts built in for emergencies (in addition to a manual crank).

Works for me. I usually default to the SOM.



Hack the emergency code and you're in, unless there is a 'semi-secret' override code for rescue personnel which the boarders got ahold of (extortion, bribery, theft, etc) in which case they just use that.

I would think that most of the time, the code isn't really a secret. If something happens to the ship, you want it to be easy for rescuers to get to you.

Hell, I could even see a lever next to the hatch on the outside hull with a sign next to it that says, "Pull here in case of emergency".

Under most circumstances, it is hard to reach the hatch on the hull of a ship. Think about it. You've got to match vectors first, then go through a delicate process to line up the intruding ship with the target vessel, then send men or bots over from one ship to another.

I would say that the default is that the hatch is easily opened from the outside. If under attack, though, the crew will know it, and then they will change the difficulty of opening the hatch from the outside.

If playing CT, I'm sure this is part of the process when the Anti-Hijack program is engaged. Note, even in that version of the game, the normal procedure is not to have Anti-Hijack running. The program is engaged when needed--when borders are imminent. During normal operations, I think it's quite easy to get inside a ship from the outside.
 
What if all the power goes out? I'm sure there's a manual lock, but most ships wouldn't keep them locked. There's probably a simple hand crack one can pull out of its holder and then simply screw the door open, when the ship's power is completely dead.

Thoughts?
Wish I knew where the thread is that discussed this. Anyway. I'm all for a manual control for power outages and such but there is also a manual override to this. The concept being someone inside can open a panel and pull a lever and
1)when that exterior hand crack is used it is no longer connected to the door mechanisms but also
2)this bypass is in between the electronic controls and the actual door mechanics too so you won't be able to hack in either.
The manual interior control would still operate.

or another way

Their is a manual "deadbolt" that will lock the door and it can not be opened by any of the normal or optional means until the deadbolt is manually unlocked.
 
Airlock Doors

My take would be that if you can get into the control panel without damaging the electronics, connect to the controls, bring an external power source in case the power is shut off by your bungling and eventually hack the codes, its all going to take a lot of expertise and time. The longer it takes the more likely you are to be discovered.

Explosive entry should be possible (AHL had hit points for doors, bulkheads etc) but it will be a very big "A" frame you end up using.
 
I want to give the PCs a motive for moving out of the ship and having the firefight in the dock area rather than holing up inside the ship. They are facing a deadline and any delay may spell overall defeat even if they win a firefight aboard the ship. So they can't afford to allow anyone to blow big holes in the ship. If the Bad Guys damage the airlock, the ship will not receive clearance to depart the port before the damage has been repaired. But that requires that the Bad Guys present a blatant threat by carrying breaching charges.


Hans
 
So, reformulating my original question a bit, is there anything in any of the MgT books that would provide the numbers (size, weight, cost, effect) for an explosive device capable of breaching an airlock? Preferrably a shaped charge.


Hans
 
I want to give the PCs a motive for moving out of the ship and having the firefight in the dock area rather than holing up inside the ship. They are facing a deadline and any delay may spell overall defeat even if they win a firefight aboard the ship. So they can't afford to allow anyone to blow big holes in the ship. If the Bad Guys damage the airlock, the ship will not receive clearance to depart the port before the damage has been repaired. But that requires that the Bad Guys present a blatant threat by carrying breaching charges.

The ship is in dock, not in space?

OK, then. I smell dock workers gumming up the works. Paid off dock workers.

The major cargo lock is open to receive cargo. On the bridge, the switch is hit to close and lock the cargo bay doors, except it doesn't work. The ship is hardwired to a guy with a box. They can see him out the port. The lock won't close.

Or...

Bad luck. The ship is in dock, and as part of the re-supply a ship goes through, the ship's computer is stuck inthe middle of batch processing and updating (local star charts, software patches, entertainment upgrades, news bubbles uploaded, as well as the newest upgrades for Jump Drive control, etc....even in the Far Future, upgrades come standard routine at all Class A, B, and C starports...).

The players have two options. They can manually override and reboot the ship's main computer (or, just the part that controls the airlocks). And, if they do this, they may not have time to lock themselves out from the upcoming combat. Sounds like a Computer task to me, but make it unlikely to succeed if you want to draw them out.





Or, the other option is to rush to every airlock and manually close/lock them with the crank and manual lock. In port, while the ship is being serviced, it's not unusual for all the locks to be open, interior and exterior, to expedite the re-supply.

Can the PCs get all of the locks closed in time before the baddies enter?

Voom! Was that a tear gas grenade that just exploded in the hold!

And, it's not a coincidence that the baddies chose this time to attack. Normally, a ships captain would think nothing of having his ship open like this in a port. It happens every time he visits Class A, B, or C starports. The baddies know this, too.





Or, as a third option, how about a paid off tech switching "on" the ship's anti-hijack program while at the same time disabling the ship's ability to recognize regular crew members. Gas starts to shoot out the vents. They can't stay here!

Boom, the entire crew complement is now out of the ship, on the dock, with the baddies moving in.




Or....why are all the crewmembers on the ship right now anyway? Shouldn't they be in startown, enjoying the local brew?

And, as they return to the ship...

"That's the Falcon, alright, but how are we going to get to her?"
 
So, reformulating my original question a bit, is there anything in any of the MgT books that would provide the numbers (size, weight, cost, effect) for an explosive device capable of breaching an airlock? Preferrably a shaped charge.

How about an RPG?

The crew members, looking out the port, thinking that they are safe in their tank, when...

"Is...is that an RPG he's aiming at us?"




Or, how about the ship in the next berth...it's turrets come alive! This isn't supposed to be possible while docked!

Blam! Extremely short range. Perfect hit. People go blind from the laser beam that tears into the hull of the player's ship.

Leaving a big, gaping whole where the airlock used to be.

Man, that's going to be expensive to fix....if the PCs survive the attack.
 
The ship is in dock, not in space?

OK, then. I smell dock workers gumming up the works. Paid off dock workers.

The major cargo lock is open to receive cargo. On the bridge, the switch is hit to close and lock the cargo bay doors, except it doesn't work. The ship is hardwired to a guy with a box. They can see him out the port. The lock won't close.

OK, here's the situation as I envisage it at the moment (subject to change if I get a better idea): Ship is sheduled for departure in a couple of hours. All cargo is aboard. Perhaps one of the passengers is not yet arrived. Suddenly all gates and doors into the dock area slams shut. Simulatenously all communication between the dock and the rest of the station is cut off. The plan was for two teams to rush the ship's main airlock and its cargo doors, but something went wrong and one team was left outside the dock. This means the other team has to loiter at the entrance waiting for that team to override the locks and get through the other entrance. While the team is there, loitering supsiciously, a PC spots an armed and armored team carrying big ugly breaching charges, allowing the players to figure out the problem in time to get their weapons and get to the dock.

So I don't expect the breaching charges to actually be employed. But I need them to provoke the Shootout in Dock Blue 6. If there is no such beastie as an explosive device described anywhere in the MgT books, I can just say "they're carrying breaching charges big enough to ruin your doors" and be done with it. But as I would be very surprised to learn that there are no such beastie as an explosive device described in any MgT book, I would like my description to match that of previously published material.


Hans
 
Not disagreeing with various posts about emergency entry codes and procedures, but I think when the crew wants to lock a ship, the can lock it. While away from the ship while grounded at a starport, for example, they probably don't want just anyone who knows emergency codes to waltz right onboard their ship.

Back to the original question, I'm sure there is gear that Marines use for boarding actions for exactly that purpose. I don't know if it would be explosive like the frames used for blowing doorways, or would be something chemical as a solvent or high-temp to melt/burn the door out of its opening, but there are probably a multitude of solutions, for varying problems and varying preferences.
 
For space, High Guard offers a breaching tube for 3 MCR that includes a ring of plasma cutters, and gives how long it takes for the plasma cutters to do the job. It is available to review on the SRD.

In regular equipment they list explosives, with no quantitative figure for the cost listed. My guess, and it is only a guess, is that it is per kilo.

One of the explosives listed is TDX, only explodes in the horizontal plane (I read that as it is an oriented explosive so a precision cutting charge). Place blocks of TDX with detonators in the way you wish to cut the hull and bang, instant doorway. The issue is how much would be a standard breaching charge and how much that amount of TDX would cost.
 
One of the explosives listed is TDX, only explodes in the horizontal plane (I read that as it is an oriented explosive so a precision cutting charge). Place blocks of TDX with detonators in the way you wish to cut the hull and bang, instant doorway. The issue is how much would be a standard breaching charge and how much that amount of TDX would cost.

Well, TDX is described in JTAS 1 (page 14) as directing the explosion perpendicular to the gravity field. Using it in Zero-G as rescue ops would be...

See this thread where this was discussed.
 
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