Boarders Away!
“There are two types of boarding action: non-contested and contested.
“The former is only moderately terrible: which is to say it is usually carried out in the course of routine inspections or interdictions, or after surrenders, and the starship being boarded has obligingly hove to when requested; one has been able to close with it without problems, and board it through the airlocks or by taking a cutter across; and in all other ways is being cooperative.
“In other words, if it goes wrong – which can happen quite easily even if everyone on the bridge is cooperating – it’s only house-to-house fighting, at point-blank range, in a maze, filled with fragile and dangerous industrial machinery, surrounded by vacuum, with hostile parties in control of the light, air, and gravity. If you’re lucky, no-one will be sufficiently in love with the idea of taking you with them to blow a hole in the reactor containment.
“And then there’s the difficult kind.
“There are actually very few contested boardings. Starship engagements typically happen at long range (light-seconds to light-minutes) and make use of weapons potent enough that surviving vessels are rarely in any condition to be boarded in any sense distinct from salvage and rescue. The exceptions to this general rule come when it is absolutely necessary to recover something valuable from the target vessel – be it hostages, a courier’s package, some classified piece of equipment, or the valuable data stored in the starship’s command computers – which will inevitably be destroyed if the vessel is forced to surrender.
“Achieving this requires a series of highly improbable operations to all go off perfectly in sequence.
“First, the approach: getting to the ship you intend to board; i.e., closing to suicide range, which may involve either surviving the fire from its cohorts, or cutting it out of its formation. This always, however, requires both surviving its fire while closing and depriving it of the ability to evade your approach and to take offensive action against the relatively fragile boarding party.
“So, in the course of matching orbits, you have to disable the drives, disable its weapons systems able to bear on your quadrant of approach, disable the point-defense laser grid (which can slice apart small craft at close range) and defense drones likewise, and disable the kinetic barriers that would otherwise hold off your approach to the hull; all of which you must do with sufficient careful delicacy that you don’t destroy the valuable part of the vessel that you want to claim in the process.
“Second, having achieved this, you must then board the target starship. In a contested boarding, you do not do this through the airlocks: they lead directly to designed-in choke points and people whose job it is to repel boarders, and if they retain attitude control, they can throw a spin on their ship that docking clamps won’t hold against. This is the job of the microgravity assault vehicle, affectionately known as the boarding torpedo, which serves to carry a squad of espatiers into an unexpected part of the target vessel – preferably near enough to the target within the target to make seizure easy, but not close enough to cause its destruction – by ramming, burning through the armor and the pressure hull, and crawling forward until an ideal position is reached or it can go no further.
“(This assumes that you are following the standard model, which people are constantly trying to improve on. One captain I served under rigged saddles for his AKVs and had us ride them to point-blank range of the target, then drop to its hull and take out the laser grid emitters directly. I would not recommend this tactic.)
“Then it’s guaranteed house-to-house fighting, at point-blank range, in a maze, filled with fragile and dangerous industrial machinery, surrounded by vacuum, with hostile parties in control of the light, air, and gravity.
“Third, you must do all of this very fast, for one reason or another. The above operations are not subtle, and your target will know you are trying to board them as soon as you start sharpshooting to disable. If you have terrorists or pirates, this is when they start shooting hostages. If your target is a military starship, though, as soon as they see a boarding attempt, the bridge, damage control central, and the maneuvering room all put one hand on the arming keys for their fusion scuttling charges, and as soon as any two of them conclude that they can’t repel boarders, they’ll scuttle. All you have to do is get sufficiently inside their response loop that you can punch them all out before that happens. (And once armed, it takes positive action to prevent the scuttling, so you can’t take the otherwise obvious short-cut.)
“All of which should explain why espatiers ship out with six times as many warm spares as their naval counterparts.”
– Maj. Esvan Solanel, the 22nd (“Alatian Highlanders”) Imperial Legion, Retd.