jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
Olothontor wrote:Great, thanks pesgores! Just one question: what happens once a ship is taken over? Is it just disabled, as the Marines you sent in are busy attempting to keep the crew quiet (and/or killing them off), or does the AMP get to use the ship on a successful takeover?
lrdofbricks wrote:what if theres two temas of marines in one ship?
Theblackdog wrote:Actually I also wrote my own fast rules for ship boarding. Basically, ships with the Boarding ability can deploy boarding parties against targets up to 3" away. A boarding party can choose to either Sabotage the ship or capture it. Capturing the ship transfers control of the ship to you, and requires a die roll of 5 or higher to accomplish. Sabotaging the ship is a bit more complex. Roll 1D6 and refer to these results:
1-2: the boarding party is eliminated.
3: the weakest weapon on the target ship is destroyed.
4: the strongest weapon on the target ship is destroyed.
5: the target ship's special ability is disabled.
6: the target ship's engine is disabled.
If the attacking ship in a boarding attack (Sabotage or capture) is a capital ship (Destroyer class or larger), add 1 to your roll. If the defending ship is a capital ship, subtract 1 from your roll.
Frigates may carry 3 boarding parties, destroyers may carry 5.