Short answer: please pardon my ignorance, someone else suggested it as though it might work, and I am not as massively keenly familiar with all the relevant sourcebooks. I don't know if the tabletop size of a teleport homer is realistic, or whether they are highly unavailable; all I know is that the 40k books I've read have them being used for insertions of special forces onto enemy ships and so on. Sure, they may not be available on every ship or in every condition, but that doesn't mean they don't exist.NecronLord wrote:A teleport homer is not an easily hideable piece of kit.Simon_Jester wrote:Well. I wouldn't be surprised if they DO have the capability, but I suppose I cannot prove that they have it. Aside from that idea, though...
The reason that I'm suggesting all these things is that the Imperium doesn't need to be innovative to think of them. They don't need to be innovative to have 'medium' weapons that are designed to be fired at 'small' targets, in order to avoid wasting energy on huge munitions that are total overkill on such vulnerable targets. They don't need to be innovative to, say, try to sneak a teleport homer onto the bad guys' ship if they get a chance. These are things they do on a regular basis, and have the technology to do.
Official model, comes with the terminator kit shown. You can't exactly hide that behind a console. Even getting it on board is going to be a bit iffy. It ain't like the transmitter in Attack of the Clones.
Also, why are you assuming a rogue trader ship has a teleporter? In the Rogue Trader RPG, they're a rare archeotech component and you can only get one such component starting out.
Well, given that even the proximity blast tactic is going to involve overkill, there is a high probability that after the missiles go off the ship will be too damaged to enter warp in a hurry- unless the Enterprise jumps out in a hurry.. Also, unlike Stargazer it won't already be at warp, which may or may not affect the time required to engage the warp drive.NecronLord wrote:Oh yes, it's a last minute solution, after the shields got knocked out... absolutely 110% like the situation described where a proximity blast (an unseen tactic for IoM bombers) has disabled the shields and theenemy is closing in then? Picard is slow to react to danger, until an actual crisis occurs, which is exactly what's being proposed.
I suggested it as a possibility that they could do so, expecting it to be a messy, imprecise, and inefficient way of going about it. You end up expending many powerful munitions to do a job that would more effectively be done by one or two far less powerful munitions, and you'd inflict a lot of random unwanted damage on the target.Someone provide evidence that the IoM is capable of fusing its bombs for proximity blast to precisely take out the shields of an enemy ship that are a fraction of the power of those they're used to, if you're going to argue this is probable.
I don't know if it's probable, it was a suggestion, an attempt to think slightly outside the box using capabilities that it would hardly be surprising if Imperium weapons did have, such as "tell missile to fly to this specific point in space, then explode."
Well, assuming we accept the basic scenario in the RAR, the trader already knows he's faced with a puzzle: how to disable and board a relatively fragile ship, that is nevertheless armed and powered on a scale such that it can defeat a casual attempt by small craft to board it.NecronLord wrote:I am specifically irritated that people keep attempting to consider the most effective possible way for the Rogue Trader to act, without considering the probability of him acting this way, while the Starfleet faction are all considered to be acting in a manner consistent with their least effective traits in the show.
Use of heavy antiship munitions in proximity roles is not the only thing he might try. I suppose in theory it might even be impossible though that beggars my imagination. But it's the kind of thing he might try.
Maybe his ship has secondary antifighter or anticorvette guns that are designed to engage relatively small targets, and which he can fire at Enterprise without obliterating it. Maybe his ship's "anti-starfighter" missiles are actually megaton-range weapons designed to blow away fighters a hundred meters long made out of 40k hull and armor materials... in which case they're a credible threat to Enterprise. Maybe he has other means of attack I haven't thought of yet.
But assuming he's even going to try to fulfill the stated objective, he's got to come up with some way to hurt a starship that is probably too big and nasty to be killed by fighters alone.
Battlegrinder wrote:Ok, then what's the threshold for "too innovative?" The torpedo thing was certainly a bit beyond 40k's playbook, but just popping open the fighter bay doors and shooting? I'm pretty sure "make nice and then hit them when they least expect it" is probably within the scope of allowable 40K tactical ploys.
If you're saying the Imperium is so inflexible that the Rogue Traders can't even do "pretend to be friendly then stab the other guy in the back..."NecronLord wrote:Something suggested or shown in an official source.
I think you're trying too hard to find HARD CANON for absolutely everything ever this week.
If, for the sake of argument, we credit both sides here with an IQ higher than the average grapefruit...
Picard and crew's best bet is to recognize the threat and escape before a trap closes on them. The rogue trader's best bet is to lay a convincing enough trap that he can actually get in a crippling (but not annihilating) first shot.
Picard and crew have a problem here in that most of their experience is with traps and threats where they gradually escalate their response, running or fighting just a little harder and harder at a time until they ultimately succeed or fail on the strength of a maximum-effort operation. They're not quite so used to opposition that hits them with a pure, overwhelming alpha strike first, although the Dominion is sort of like that. The more time they have to analyze the situation accurately, the more effectively they will react.
The rogue trader has the problem that most of his weapons are either too small or too large to achieve the desired effect. So if he wants to set an ambush, he either has to do something goofy like sneak his stormtroopers aboard the Enterprise with a huge bomb that goes off if they let go of the dead man switch... or he has to use overpowered weapons to only disable a fragile target, which is sort of like trying to only disable a small bird with a shotgun.