Luke, I’m with you most of the way. I’m totally prepared to take the boarding action in “Faith Conquers” as not merely a semi-mutinous expedient, but standard practice: If you want to board a spaceship, you borrow yourself a platoon of Anvil Elite, because there ain’t no big boarding parties of Marines.
If there are any armed personnel on board a Hammer vessel, they’re going to look a lot more like Military Police than frickin’ Space Marines. But I do think there’ve got to be SOME armed personnel organic to the crew.
Look at it from the Hammer Lord’s perspective: Does he have to borrow Anvil troops – possibly waiting days in the process – every time he has any kind of security issue that requires any kind of personal weapons skill? Setting aside mutiny, what if he wants to search a suspicious vessel, or send a shore party to get supplies at a crime-ridden mining colony, or even transport a prisoner? Is he stuck with five Yeomen and a Discipline Officer all looking at the ship’s single 9mm pistol going, “You carry it - I’m not carrying it - It might go off!”
So, taking your points about not going too ground-force in mind, and especially your very good point about cybersecurity being a bigger deal than physical security on board a high-tech spacecraft, how about this revision:
Sergeant-at-arms
(Hammer setting)
Time: 4 yrs
Resources: 1
Circles: 0
Stat bonus: none
Skills: 4 pts: Security (Per), Close Combat (Wil/Agi), Security Rigging (Per/Agi), Explosives (Per/Agi), Zero G (Spd)
Traits: 1 pt: Obedient, Alert, “Hammer Flies, Anvil Dies”
Requirements: Yeoman
So first and foremost, the Sergeant at Arms mans the security console aboard ship (Security); secondarily, he teaches uppity folks lessons with stun baton and pistol (Close Combat); and thirdly, he deals with mutineers, smugglers, or other obnoxious types who’ve holed up behind computer-locked doors (Security Rigging plus Explosives and, maybe, Zero G). Get into a firefight? Are you crazy? Go ask some Anvil knuckledragger to get his hairy ass shot off for you.