I decided to give it a go. I wanted really small boarding craft so I came up with this:
SpaceMarineAssualtShuttle class Troop Transport 250 tons 9 Crew 51.2 BP TCS 5 TH 80 EM 0
16021 km/s Armour 1-3 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 0 Years MSP 0 AFR 49% IFR 0.7% 1YR 6 5YR 89 Max Repair 40.00 MSP
Troop Capacity 100 tons Boarding Capable
Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Magneto-plasma Drive EP80.00 (1) Power 80.0 Fuel Use 1104.85% Signature 80.00 Explosion 25%
Fuel Capacity 12 000 Litres Range 0.8 billion km (13 hours at full power)
This design is classed as a Fighter for production, combat and planetary interaction
with 16x
SpaceMarine
Transport Size (tons) 5 Cost 1.25 Armour 20 Hit Points 20
Annual Maintenance Cost 0.16 Resupply Cost 1
Personal Weapons: Shots 1 Penetration 10 Damage 10
Advanced Genetic Enhancement
Boarding Combat
1x
SpaceMarine HQ
Transport Size (tons) 10 Cost 10 Armour 20 Hit Points 20
Annual Maintenance Cost 1.3 Resupply Cost 0
Headquarters: Capacity 2 000
Advanced Genetic Enhancement
Boarding Combat
Non-Combat Class
and
1x
SpaceMarine Logistics
Transport Size (tons) 10 Cost 2.5 Armour 20 Hit Points 20
Annual Maintenance Cost 0.31 Resupply Cost 0
Logistics Module - Small: Ground Supply Points 100
Advanced Genetic Enhancement
Boarding Combat
Non-Combat Class
Any reason for avoiding CAP weapons? They seem more efficient in a 'kills per ton per combat round' type of calculation but because they are heavier than PWL, PW, or PWI, they are easier for the enemy to target on a per ton basis.
I wanted more HP / bodies per formation. With the CAP it would be less than 50 percent of the hp.
Doing some math there is a 0.05 percent (1 in 2000) chance for a crew member of my tech level to kill one of my marines per combat round. My Carrier of 30ktons has 422 crew. On average 0.2 a round.
My guys will kill a crew member every hit at 12 percent chance to hit. With 16 on average: 2 dead a round. With your idea they would kill 4.8 a round each turn which is interesting but then there would only be 6 and early luck on the defenders side could lead to them winning.
Also the longer you live the better if you have GSP supplies cause I am pretty sure the enemy crew does not get it so eventually they will be only firing a quarter of the shots so surviving longer is better.
I think the CAP would be better if you had them on the defenders side for boarding combat.
If it was 1000 enemy crew just 4 shuttles (1k in my hangars is nothing) could take it on pretty well.
This is assuming no losses from boarding. Some math on lets say 5km/s enemy tells me that I would get roughly 2/3 units onboard. 4km/s would be 4/5 units safely on tho.