Graver said:
Pst, that's what you have crewmen for, to do all the things your PC's can't... unless you skimped out on your crew and got a Poor Quality one. ;-)
You mean, risking your life (as a Seneschal) by letting a simple crewman of competent ability (competent crew = 30 to their skills and characteristics) shuttle you across to an enemy vessel through turretfire?
It sure sounds courageus, but a bit too kamikaze for my tastes. And I'd like to keep my 4 fate points for as long as possible for times when they're really needed, not throwing them away at the hands of a mere competent boarding pilot.
Graver said:
Though, all in all, i'd be with Dalnor on the component issue. While I can see the validity of multiple hit and run's in one turn (you're just sending over more teams to destroy more stuff, reasonable) the components such as Murder Servitors, IMHO, could only be used once per turn unless purchased more then once. After all, you only have so many of the little buggers. If one PC is leading them, the other PC or NPC would ave to settle for leading regular crewmen as the servitors would be tied up doing what the other it and run is attempting.
That's a good point and I can see that that might have been RAI (Rules As Intended) once, but I see a few problems with that argument.
Having bought the Murder Servitors component, implies that you have "enough" of the little buggers in cryo stasis. And while the GM might force you the group to take Profit Factor tests if they launch many unsuccessful H&R attacks with the help of Murder Servitors (meaning failed Command checks during the H&R, where one could naturally assume that the enemy managed to take down and destroy the servitors) in order to replenish the lost units, it's still assumed that you can launch further attacks with the help of Murder Servitors even after previous unsuccessful attempts where individual units of them were destroyed.
After all, it would be of little point to just have a number of servitors enough for only ONE attack. And according to their description you don't send the entire storage of them in one H&R, you send a few dozen and let the deadly things go to work on the enemy vessel.
HOWEVER, it might be good for balancing issues to limit the use of the Teleportarium? After all, it must require massive amounts of energy to de-materialize and instantly re-materialize a full blown raiding party at the correct location aboard an enemy vessel that could be situated up to 5 Void Units away (5 Void Units are efter all "thousand of kilometres" times five away).
So you can use a single Teleportarium each strategic round, but if you want to conduct further H&R attacks, then you'll have to use assault craft like normal people, but it is assumed that you'll have enough Murder Servitors to go round (even if the GM might force you to replenish them with an Acquisition test at the end of the scenario or consider that component lost or out of action). That would sort of make sense, right?