Or did you just mean "magic vs cybertechnology"?
Magic versus cybertech versus Decker/technomancer
It's hard to pull off a magic tech blend, for example.
Or did you just mean "magic vs cybertechnology"?
Taking the ship they're on should either be ridiculously difficult or simply not worth it.
Command, Engineering & Life Support sections, for instance, might be protected by exterior-wall strength bulkheads. IOW, unless you have a pass, can trick your way in, or you have hand tools as powerful as ship weapons, you're not getting in. In the absence of that, those areas might have permanent installations of Marines (or robotic defenses) to guard them.
Or, perhaps the crew is under orders to not to resist brigands, but just press the "Big Red Panic Button" which just arms the "We've been commandeered" emergency beacon, located on the outer hull. Once the ship is taken, its effectively marked as a rogue, stolen ship. Disarming that is possible, but it takes time.
Just having every serial number on the ship correspond to stolen property is a pain. ALl repairs now need to be done by the party (no yard work). Any inspection could discover that thye ship was seized by an act of piracy (in analogy with the 1700's, the last time such navy opperated without long distance commincation) this would probably be a death penalty offense.
There may be buyers but they know the players are desperate renegades and prices will be either insulting or measured in bullets fired. After all, seizing a ship means that the players are rogues and murderers with no conscience.
It's liking hijacking a US navy destroyer today -- the crew will fight hard and the number of safe havens will be . . . limited.
Unfortunately I think my comments said more about the maturity level that we were playing at when the Traveller rules first came out than anything else. So that said, lets look a bit at this.
- You would normally be hijacking a merchant ship and not a military craft.
- If I really hijacked a ship in the Traveller setting, how easy would it be to catch the perpetrators? I'm going to assume for the moment that the ship is outbound from the system and is in a backwater system.
The setting has a limited faster than light communication system. The control that the local authorities have is limited to inbound ships heading for the populated system. The authorities would need to be very lucky to be in the right place to intercept a craft before it jumps if it were hijacked on the outbound leg. Finally, the only way that news of my crime is spread is via mail being carried by other ships jumping out of the system and into the system where I'm located. If I stay out of the more settled systems, I might be able to stay ahead of the notification of my crimes.- The fastest way to end your campaign is to arrest and imprison the PCs. The player response is 'this game blows, whose up for some D&D?' No matter what justification I want to use for 'letting them get away with the theft', this was the real problem at the time.