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Enlightened

Teleportarium question and Warp entry question

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Personally, I would say that after 15-20 minutes onboard an enemy vessel, they will be cut off from portions of the ship by sealed bulkheads and they will be running into larger and better coordinated defences (20 to 30 armsmen at every junction with at least 2 crewed support weapons in each group - shotcannon, heavy stubber etc). I would rule that any hit-AND-RUN attackers who were not back on their own ship by the end of the 30 mins would be killed or captured (if they burned a fate point)...

Two things to remember:

1. They teleported over with ordinance (melta or krak charges most likley) to carry out their sabotage; after 1 strategic turn, they are down to their personal arms

2. Void suits don't protect diddly if they're full of holes, which they should be after 20 minutes on a hostile craft...

If your players insist that they could handle it, I'd play it out... stress the huge numbers of armsmen and ratings they can see converging on them at every corridor (use the Horde rules from DW if you have them to speed the combat along). As a rule of thumb, I assume 10% of a ships crew population are trained armsmen, so even for a raider class ship, you're looking at about 2,000 troops before the ships command crew even show up. If they do persist with the idea and you play it out, please let us know how it goes.

Best of luck

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 Unless they have some rather exceptional boarders (as in Space Marines, Daemons or Necrons, pretty much), I'd go with "everyone staying on an enemy ship for longer than 30 minutes is dead, dead, dead."

At that point, their 50 man boarding team would have hundreds (or thousands, for larger ships) of enemy armsmen, any kind of elite troopers the enemy can muster, the gravity, the temperature and the oxygen supply against them.

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Enlightened said:

As for the Void suits, in true Rogue Trader fashion, they went out of there way to equip the boarding crew with selenite-pattern armored Void suits with patching kits.  :)

 

There's a better option to present them with in this case.  Boarding Armor, detailed in the Inquisitor's Handbook on page 164.  It's a full flak-weave voidsuit (AP 3) with Carapace plating (AP 4) on the body and helmet.  It is not bulky like the Selenite, so does not hinder Agility; though, the Selenite does feature some nice extras over what the standard Boarding Armor includes.

-=Brother Praetus=-

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