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Boarding Pod
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CRMcNeill
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PostPosted: Wed Mar 26, 2014 8:35 pm    Post subject: Boarding Pod Reply with quote

Just something that occurred to me today. I once read a Battlefleet Gothic novel that described capital ships using boarding pods for boarding assault. Thought it might be fun to see what it would look like in a D6 stat. Enjoy.

Boarding Pod

A boarding pod is a quick and effective method of boarding an enemy starship. Designed to fit in a standard escape pod port, the pod carries a squad of troops and is equipped with a universal docking ring and a plasma torch hull breaching device. The pod is equipped with a full inertial stabilizer and uses powerful retro-thrusters to cushion its impact with the target, but it is still a rough ride for the occupants. Many pods are also equipped with a heavy repeating blaster and shield projector on a telescoping arm that assists in the initial boarding action and in defense of the pod access once the squad is deployed. The pod also serves as the squad's means of escape in an emergency, although its normal Space of 2 makes it a sitting duck for enemy starfighters. The pod can still be used as an Escape Pod in emergencies. Some enterprising pirates and alliance crew have suggested packing a pod with high explosives and using it as a ersatz guided missile, but the cost of the various modifications is considered to be too valuable to expend in a one-off mission. However, in dire circumstances, who knows what might happen...

Type: Modified Escape Pod
Scale: Starship (+6D)
Length: 6 meters
Skill: Starship Piloting
Crew: 1 & 1 Gunner
Passengers: 10
Cargo Capacity: 100 kilograms
Consumables: 1 day
Maneuverability: 2D
Space: 2 (10 w/ Booster)
Atmosphere: 225; 650kph (415; 1,200 kph w/ Booster)
Hull: 1D
Weapon Systems:
Plasma Torch Boarding Device
Fire Arc: Front (mounted on pod's nose door)
Skill: Starship Gunnery
Crew: 1
Fire Control: 0D (Base Difficulty: Very Easy)
Range: N/A (Contact)
Fire Rate: 1 (FUll Round)
Damage: 7D + 1/round
Notes: Roll damage once per round against the target's Hull-2D. On a successful Damage roll, compare the result to the following table:
    Damage Inflicted = Time Taken To Cut Hole
    Lightly Damaged = 1 Minute (12 rounds)
    Heavily Damaged = 30 seconds (6 rounds)
    Severely Damaged = 15 seconds (3 rounds)
    Destroyed = 5 seconds (1 round)
A fully cut hull breach is 1 meter wide by 2 meters tall. Once cutting is complete, the extendable boarding collar requires three rounds to make an airtight seal.
Heavy Repeating Blaster
Fire Arc: Front (can only be used if the pod door is open)
Scale: Character
Crew: 1
Ammo: Unlimited (linked to pod's power generator)
Range: 3-75/200/500
Auto-Fire: 2D
Damage: 7D
Notes: Equipped with a Shield Projector that provides Full Cover @ 7D Strength(Character-Scale) in front of the Gun (and 1/2 Cover to either side). Mounted on an overhead telescoping arm that extends up to 2 meters out from the pod nose door (and usually about 1 meter into the target vessel).
In-Game Use:
-The pod uses a booster rocket system to enhance its speed. When first launched, the pod has a Space of 10 for 6 rounds, and launches at Full Speed.
-Successfully Docking with a target has a Base Difficulty of Easy, but the target can evade the attack as normal. The Pod Pilot suffers a -1D MAP penalty. All attacks are subject to Scale Modifiers as normal.
-If the Ramming attempt misses, the pod may attempt to attack again, but after five rounds, the launch booster burns out and the pod's speed drops to normal.

House Rule Notes:
    VELOCITY MODIFIER: 0D+2 Flight (Booster: 2D+2)

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Last edited by CRMcNeill on Thu Jan 20, 2022 11:22 pm; edited 6 times in total
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Jedi Skyler
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PostPosted: Wed Mar 26, 2014 11:44 pm    Post subject: Reply with quote

I LIKE this!!!

I can see this as an invaluable addition to a Wraith Squadron-style campaign...I loved those books, where they converted a Corellian Corvette, replacing the escape pods with TIE fighters. I thought that was ingenious.

Even better to have a Boarding Pod or two; two would be better, or even three. Deploying all of them at once would give the target vessel several points they'd have to deal with, thus splitting up their available crew between multiple entry points, and making boarding success much more likely.

WELL DONE!
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CRMcNeill
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PostPosted: Thu Mar 27, 2014 12:08 am    Post subject: Reply with quote

Jedi Skyler wrote:
I LIKE this!!!

I can see this as an invaluable addition to a Wraith Squadron-style campaign...I loved those books, where they converted a Corellian Corvette, replacing the escape pods with TIE fighters. I thought that was ingenious.

Even better to have a Boarding Pod or two; two would be better, or even three. Deploying all of them at once would give the target vessel several points they'd have to deal with, thus splitting up their available crew between multiple entry points, and making boarding success much more likely.

WELL DONE!


Very Happy
Always good to hear positive feedback, and thank you very much.

On a related note, I'm also considering an escape pod modified as an escort starfighter. I'm not sure if I should make it an Ugly or an actual design; it could be either or both...

The origin of the idea came from the Rules of Engagement books, where Escape Pods were used as drop pods or supply pods and such. The general concept is, if capital ships have standardized escape pods, a pod of that shape could be used to perform other missions, and thus allowing ships without docking bays a little more versatility. It could start as Uglies, but end up being popular enough that a company could start producing and marketing pods of their own.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Jedi Skyler
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PostPosted: Thu Mar 27, 2014 12:20 am    Post subject: Reply with quote

I'd think the pods would have to be HEAVILY modified; I know I'm not well-versed on the stats for escape pods, but I'd think they wouldn't have a great deal of maneuverability, which would make them not very good for operations requiring precision maneuvering.

Uglies might be a necessity, if for no other reason than to gain maneuverability, speed, and offensive/defensive capabilities. IMHO you'd need something bigger than a simple pod-sized vehicle.
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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Mar 27, 2014 12:29 am    Post subject: Reply with quote

Jedi Skyler wrote:
I'd think the pods would have to be HEAVILY modified; I know I'm not well-versed on the stats for escape pods, but I'd think they wouldn't have a great deal of maneuverability, which would make them not very good for operations requiring precision maneuvering.

Uglies might be a necessity, if for no other reason than to gain maneuverability, speed, and offensive/defensive capabilities. IMHO you'd need something bigger than a simple pod-sized vehicle.


My primary sticking point in this is going to be that this thing fits in a standard escape pod docking point, so making it bigger than an escape pod would defeat the purpose. I'm looking at making it ridiculously weak (in the range of Space 6, 2D Hull, no shields and a pair of lasers) and basically using most of the interior of the pod for weapons and maneuvering systems, a TIE-sized cockpit at the front end, and a crawl tunnel between the rear hatch and the cockpit.

Pop-out wings similar to the ones on the Scarab Droid Starfighter might be a possibility, but IMO, that would be more likely a feature of a properly built starfighter instead of an Ugly...
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Ral_Brelt
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PostPosted: Thu Mar 27, 2014 12:38 am    Post subject: Reply with quote

I could see weaponizing these further by particularly vicious militaries or pirates looking for prizes without deck to deck fighting. Instead of an assault team, the cargo could be explosives or nerve agents meant to either incapacitate or kill. There's also in universe precedence for craft of this nature. Thrawn used mole miners to this effect while trying to steal capital craft from the Sluis Van(Sp) shipyards. There's also a flashpoint in TOR where the Empire boards a Republic transport this way.
Nice write up CRMC.
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CRMcNeill
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PostPosted: Thu Mar 27, 2014 12:56 am    Post subject: Reply with quote

Ral_Brelt wrote:
I could see weaponizing these further by particularly vicious militaries or pirates looking for prizes without deck to deck fighting. Instead of an assault team, the cargo could be explosives or nerve agents meant to either incapacitate or kill.

The only problem I see with the nerve gas idea is that capital ships will have the ability to seal blast doors to compartmentalize the ship, including locking out specific sections of the ship's atmosphere control system in case of a hull breach. A ship would have to be caught completely unawares to give the nerve gas sufficient time to circulate. I'm not saying it couldn't work; I just think that the probability of success is not that high.

Quote:
Nice write up CRMC.


Thanks Smile
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Ral_Brelt
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PostPosted: Thu Mar 27, 2014 1:02 am    Post subject: Reply with quote

Well, the gas was more towards smaller ships, or bulk freighters. But one could target nerve centers...bridge, engineering, even medical for truly evil DSP worthy actions. Hitting those on less staffed ships, maybe a luxury liner to rob patrons or claim slaves as well.

As to explosives...gut thought would be soak at half or a quarter hull since its internal and thus not subject to having to rend armor from the heavily tempered side. Thoughts there?
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garhkal
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PostPosted: Thu Mar 27, 2014 2:36 am    Post subject: Re: Boarding Pod Reply with quote

crmcneill wrote:

-The pod uses a booster rocket system to enhance its speed. When first launched, the pod begins at Full Speed and accelerates to All-Out the next round, maintaining that speed for 5 rounds.
-The droid auto-pilot is programmed to side-slip the pod in random directions at random moments, plotting an evasive course towards the target. In effect, it makes a standard Dodge every round to increase the Difficulty of enemy defensive fire.


If it is jumping speed up to All out, how is it getting a 'dodge'? Also if it has these weapons/maneuvering jets etc on it, how big is it, since most common / standard escape pods of SF scale (like on freighters) are rated generally for 5-6 people (iirc)..??

crmcneill wrote:

-To dock with a target, use the vehicle Ramming rules (SW-RPG Core Book, page 110). On a successful ramming attack, the pod slams into the target's hull and locks in place.


What is it using to lock into place with? A massive magnet?

Jedi Skyler wrote:
I'd think the pods would have to be HEAVILY modified; I know I'm not well-versed on the stats for escape pods, but I'd think they wouldn't have a great deal of maneuverability, which would make them not very good for operations requiring precision maneuvering.

Uglies might be a necessity, if for no other reason than to gain maneuverability, speed, and offensive/defensive capabilities. IMHO you'd need something bigger than a simple pod-sized vehicle.


Agreed. I could see the "ugly' pod having less stats than a Y-tie ugly..
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CRMcNeill
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PostPosted: Thu Mar 27, 2014 9:05 am    Post subject: Reply with quote

Ral_Brelt wrote:
Well, the gas was more towards smaller ships, or bulk freighters. But one could target nerve centers...bridge, engineering, even medical for truly evil DSP worthy actions. Hitting those on less staffed ships, maybe a luxury liner to rob patrons or claim slaves as well.

As to explosives...gut thought would be soak at half or a quarter hull since its internal and thus not subject to having to rend armor from the heavily tempered side. Thoughts there?


Both are possibilities. I think, however, that I will leave weaponizing these things in this manner up to individual GMs. My only statement on the packing it with explosives idea was in the capsule; in that using this ship for a one-off bombing run was considered a waste of resources under normal circumstances, and I think I'll stick with that for now.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Thu Mar 27, 2014 9:20 am    Post subject: Re: Boarding Pod Reply with quote

garhkal wrote:
If it is jumping speed up to All out, how is it getting a 'dodge'?

Garhkal, why do you always have to show up and cause problems? Wink

My original thinking was linked in with a house rule someone suggested in another thread, that allowing characters to take other actions at All-Out was allowed at higher difficulty. However, even factoring that in, the droid brain's nav skill isn't really high enough to beat the added difficulty. Oh well...

Quote:
Also if it has these weapons/maneuvering jets etc on it, how big is it, since most common / standard escape pods of SF scale (like on freighters) are rated generally for 5-6 people (iirc)..??

This is based off of the stats for the Alliance Troop Pod in RoE, with the only difference being the addition of the Plasma Torch, the Repeating Blaster and the Droid Pilot.

Quote:
What is it using to lock into place with? A massive magnet?

I just used the generic "universal docking ring" similar to what Lando had on the Lady Luck in the Black Fleet Crisis. It could be electromagnetic, fusion discs, adhesives, tiny hooks, or whatever is appropriate for the surface in question. Regardless of the method used, the result is that the pod is securely locked to the ship.

Jedi Skyler wrote:
I could see the "ugly' pod having less stats than a Y-tie ugly..

That's my thinking as well. It's mostly an idea to give freighters some basic integral protection. A privately built "fighter pod" would conceivably be a bit more formidable.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Thu Mar 27, 2014 10:55 am    Post subject: Reply with quote

Defense Pod

This inexpensive starfighter is basically a standard escape pod modified for combat. Slow and easily damaged, it is only truly effective against Uglies or ancient starfighter models, and its primary advantage is that can fit into the standardized escape pod port on almost any transport, allowing otherwise unarmed transports with no small craft capacity to carry at least a minimal defensive capability.

Type: Combat Modified Escape Pod
Scale: Starship (+6D)
Length: 6 meters
Skill: Starship Piloting
Crew: 1
Cargo Capacity: 100 kilograms
Consumables: 1 day
Maneuverability: 2D
Space: 6 (3D)
Atmosphere: 330; 950kph
Hull: 2D
Sensors:
Passive: 10/0D
Scan: 15/1D
Search: 20/1D+1
Focus: 2/2D
Weapon Systems:
Double Laser Cannon
Fire Arc: Front
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D

House Rule Notes:
    VELOCITY MODIFIER: 1D+2 Flight

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Thu Jan 20, 2022 11:20 pm; edited 3 times in total
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garhkal
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PostPosted: Thu Mar 27, 2014 3:07 pm    Post subject: Re: Boarding Pod Reply with quote

crmcneill wrote:
garhkal wrote:
If it is jumping speed up to All out, how is it getting a 'dodge'?

Garhkal, why do you always have to show up and cause problems? Wink

My original thinking was linked in with a house rule someone suggested in another thread, that allowing characters to take other actions at All-Out was allowed at higher difficulty. However, even factoring that in, the droid brain's nav skill isn't really high enough to beat the added difficulty. Oh well...


Gotta keep you under check!

crmcneill wrote:
Quote:
Also if it has these weapons/maneuvering jets etc on it, how big is it, since most common / standard escape pods of SF scale (like on freighters) are rated generally for 5-6 people (iirc)..??

This is based off of the stats for the Alliance Troop Pod in RoE, with the only difference being the addition of the Plasma Torch, the Repeating Blaster and the Droid Pilot.


With the power source needed for those add ons, i can see the troop pod being reduced in # of people it can take. Say 7 man limit instead of the 10 normally allowed in that pod.

crmcneill wrote:

Quote:
What is it using to lock into place with? A massive magnet?

I just used the generic "universal docking ring" similar to what Lando had on the Lady Luck in the Black Fleet Crisis. It could be electromagnetic, fusion discs, adhesives, tiny hooks, or whatever is appropriate for the surface in question. Regardless of the method used, the result is that the pod is securely locked to the ship.


Those docking units though require you to precisely maneuver in SLOWLY, not break neck your speed and ram into it..
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DougRed4
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PostPosted: Thu Mar 27, 2014 4:38 pm    Post subject: Reply with quote

Just wanted to add this is a really cool idea, crmcneill! 8)
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CRMcNeill
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PostPosted: Thu Mar 27, 2014 5:08 pm    Post subject: Re: Boarding Pod Reply with quote

garhkal wrote:
With the power source needed for those add ons, i can see the troop pod being reduced in # of people it can take. Say 7 man limit instead of the 10 normally allowed in that pod.

Actually, I reduced the size of the drive from the Alliance Troop Pod. Per RoE, it has a Space of 10 with no limit. Mine is a Space 2 that is augmented by a 6-round Space 10 Booster. AFAIAC, reduced drive size makes up for the added equipment.

Quote:
Those docking units though require you to precisely maneuver in SLOWLY, not break neck your speed and ram into it..

Uh, g, the idea is that this thing will be docked aboard the mothership in a standard escape pod dock (using whatever normal system holds escape pods in), but when it attacks an enemy ship, it will be docking against bare hull, not an escape pod dock. As such, it needs something to latch onto that bare hull. My idea is that this thing will fly at break-neck speed across the space between the launching ship and the target, braking at the last possible moment so as to avoid enemy defensive fire. When it returns to the mothership (using its Space 2 drive), that's when it will back very slowly into its escape pod dock.
_________________
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