Book | Kind | Edition | Version | Last update |
Boarding Actions |
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Boarding Actions is an expansion for Warhammer 40,000, offering players of all kinds an exciting and unique way to experience the battles of the 41st Millennium. These simple rules additions will allow you to take your forces deep into the dark interiors and hidden spaces of the war-torn galaxy for both matched play and narrative play. Featuring pre-set terrain and compact armies, you can dive straight into brutal close-quarters combat quickly, with fast and furious matches often allowing you to play out several battles over the course of a single gaming session.
While many Warhammer 40,000 battles feature large armies clashing on the field of battle, Boarding Actions missions allow you to play out those crucial assaults that can turn the tide of the greater conflict. Boarding Actions armies will also look different to what you might be used to. Your forces will not have access to the Detachment rules, Enhancements or Stratagems featured in your Codex or Index, but can instead utilise a new range of bespoke options specifically tailored to this deadly form of combat, found both within this book and other publications.
BOARDING ACTIONS TERRAIN
Besides these rules, in order to take your forces out to fight amongst the stars, you will need to pick up a copy of the Warhammer 40,000: Boarding Actions Terrain Set.
This set provides everything that you see here, with a myriad of different wall pieces, hatchways and architectural elements included. In addition, it also contains two fully detailed game boards depicting the crumbling decking and pipework of the ships you are fighting aboard - everything you need to begin battling your way across the void craft of the 41st Millennium.
Boarding Actions battles involve a series of new components that differ from those you may have used in other games of Warhammer 40,000. Additional details on how to use these can be found below.
Boarding Action Boards
When fighting a Boarding Actions battle, your battlefield will be made up of two Boarding Actions game boards, laid side by side to create the battlefield area. Each mission will contain a mission map that not only shows you the important details required to play that mission, but also shows the layout of the two game boards and how they should be set up. In some missions this will be so that they are touching, but in others, it may require the two game boards to be separated.
Each game board is made up of a series of squares, called Zones, like the one shown below.
These squares will often be used to denote certain areas of the battlefield, most commonly Entry Zones, which are used when setting up your units on the battlefield.
Terrain
Most of the terrain in Boarding Actions games consists of Walls (which includes any attached Pillars), and in amongst these will be Hatchways, which include a Hatch that can be opened. An example of such a piece of scenery is shown below.
Hatchways can be in one of two states: closed or open. When a Hatchway is closed, it will prevent movement and visibility. When a Hatchway is open, models will be able to move freely through it and see through it.
CRUSADE BATTLESBoarding Actions can be used to play battles with your
Crusade force in the normal way - your units still have all of their
Battle Honours and other upgrades as they would in any other game. However, some of the
Agendas found within various publications are not appropriate for Boarding Actions games, either because they reference rules mechanics that do not exist in these battles, such as deployment zones, or because narratively they do not fit within the environment. We recommend players have a discussion before the game to mutually agree which Agendas from their factions are appropriate for the game they are about to play.
Set Up
Boarding Actions battles use unique terrain to lay out the claustrophobic corridors of the spacecraft where your fights will take place. This terrain is highly modular and can be attached together in a large variety of configurations. If you are playing a
Boarding Actions mission, the mission map will also show you where to set up the terrain features, along with the positions of each Hatchway.
Each piece of terrain on the mission map will be coded, allowing you to quickly identify which piece it corresponds to, and where that piece should be positioned on the game boards. You can find a key denoting the code for each piece in
Components section. We also recommend painting or writing the codes for each piece onto the underside of that piece - this will allow you to identify them quickly when setting up your game.
When placing these terrain pieces on the game board, the Wall sections line up with the lines between the Zones on the board, and any Pillars line up with the smaller squares in the corner of each Zone, as shown below.
In this section you will find a number of additional rules or amendments to the Core Rules for Warhammer 40,000 that are used when fighting Boarding Action battles.
Boarding Actions is an expansion to Warhammer 40,000. As such, unless otherwise specified on the following pages, all of the Warhammer 40,000 Core Rules apply to battles fought using this expansion. These have been ordered related to the phases of the game they are most relevant to.
OTHER SUPPLEMENTS
The following documents, all available on warhammer-community.com, have particular relevance to Boarding Actions games.
MUSTERING RULES
The Boarding Actions Mustering Rules document is the go-to place for the most up-to-date rules you need to put your forces on the battlefield. It includes army construction rules for every faction, as well as any updates to their datasheets to account for the unique constraints of Boarding Actions games. This document will be updated as new Codexes and models are released and, over time, it will supersede the mustering rules found within this book.
DEEP STRIKE ABILITYPlayers decide whether units with this ability are placed into
Reserves at the start of the
Deploy Armies step, instead of in the
Declare Battle Formations step. In addition, at least half the units in a players army must be set up normally and cannot be placed into Reserves using this rule.
During the battle, unless specified otherwise, players can only set up units from their army on the battlefield using this ability in the second and third
battle rounds, and when doing so, cannot set up more than one unit per battle round in this manner. Any units placed into Reserves using this ability that are not set up by the end of the third battle round are considered to be
destroyed.
Impassable Terrain and Other Models
Walls, closed Hatchways and other models are considered impassable, meaning models cannot move through or end a move overlapping them.
IMPASSABLE TERRAINModel A and Model B are 5" apart, as the Wall cannot be measured through (indicated by the dashed red line).
Open Hatchways
Models can move through open Hatchways without hindrance, even if their base is wider than that of the Hatchway, but a model cannot end a move with its base in the middle of an open Hatchway. The Hatch of an open Hatchway is ignored for all purposes.
HATCHWAYSModel A and Model B are 5" apart, as the Hatchway on the left is closed and so must be measured around (indicated by the white lines). However, the Hatchway on the right is open and so is measured through.
Measurement
When measuring the distance between two points, you cannot measure through Walls or closed Hatchways - instead you must measure the closest path around these. If you cannot trace a path between two points, they are considered to be an infinite distance apart.
Engagement Range
When measuring through an open Hatchway, while a model is within 2" horizontally of an enemy model, those models are within Engagement Range of each other.
ENGAGEMENT RANGE- Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of Model A.
- However, Model D is not within 2" of Model A, so these two models are not within Engagement Range of each other.
Scouts Ability
All units lose the
Scouts ability and cannot gain it through any means.
DeploymentEach player will have one or more deployment zones called Entry Zones. Each time a unit is
set up, it must be set up wholly within one of your Entry Zones. If a unit will not fit wholly within an Entry Zone, all of its models must be set up as close to the centre of that Entry Zone as possible.
In the
Deploy Armies step, you can set up a maximum of one unit without the
CHARACTER keyword and a maximum of one unit with the
CHARACTER keyword in each Entry Zone. Each time a unit is set up using an Entry Zone, if every model in that unit has the
Infiltrators ability, that unit can instead be set up anywhere on the battlefield wholly within 6" of that Entry Zone (normal Infiltrators rules do not apply), but counts as having been set up in that Entry Zone.
During the battle, you cannot set up a unit within an Entry Zone if any other unit is within that Entry Zone. Rules that prevent a unit from being set up within a specific distance of another model or unit cannot prevent a unit from being set up within an Entry Zone.
Deep Strike Ability
Each time a model with this ability is set up on the battlefield using this ability, when measuring the horizontal distance to enemy models, Walls and closed Hatchways are ignored. This also applies to abilities that prevent units from being set up using the
Deep Strike ability.
DEEP STRIKE ABILITYThe
TERMINATOR model cannot be deployed to the position on the right using the
Deep Strike ability, as while normally when measuring the distance between two points we would measure around Walls and closed Hatchways (thereby making the distance greater than 9" and valid for deployment), for the purpose of the Deep Strike ability these
terrain features are ignored, meaning that this position would be considered to be within 9" of the enemy models and therefore invalid. The deployment position at the top is valid, however, as it is more than 9" away from the enemy models while ignoring the Walls and Hatchway.
Opposite Sides of a Hatchway
If the shortest line between two models would pass through a Hatchway when it is opened, regardless of whether or not it is open at the time, then those models are said to be on the opposide sides of that Hatchway from one another. If every model in a unit is on the opposite side of a Hatchway from every model in another unit, then those units are said to be wholly on the opposite sides of that Hatchway from one another.
MODELS ON OPPOSITE SIDES OF A HATCHWAYIn this example, Model C is on the opposite side of the Hatchway from Model A, as the shortest distance between them passes through the open Hatchway. This is not the case for Models A and B, however. As such, the Necrons unit is not wholly on the opposite side of the Hatchway from the Space Marines unit.
UNITS ON OPPOSITE SIDES OF A HATCHWAYIn this example, although the Hatchway is closed, the shortest distance between Model A and Models B and C would pass through the Hatchway if it was opened. Not only does this mean that each Necrons model is on the opposite side of the Hatchway from Model A, but their unit is also considered wholly on the opposite side of the Hatchway from Model As unit.
Flying
While on the battlefield, models lose the
Fly keyword if they have it, and cannot Fly. In addition, at the start of the battle, if their Move characteristic is greater than 9", it is reduced to 9".
Objective Markers
Models can move over
objective markers as if they were not there, and they can end a move on top of an objective marker. A model is within range of an objective marker if it is within 1" horizontally of that objective marker.
Operating Hatchways
At the end of the Move Units step of each players
Movement phase, one or more units from that players army (excluding units that are within
Engagement Range of one or more enemy models) can attempt to operate one Hatchway each. For a unit to do so, that player must select a Hatchway within 1" of their unit. If there are any enemy units on the opposite side of and within 1" of that Hatchway, their opponent can choose for one of those enemy units to try to prevent that Hatchway from being operated. If they do, the players
roll off, each adding the Toughness characteristic of one of the models from their respective units to their results. If the player attempting to operate the Hatchway wins that roll off, or if their opponent does not try to prevent them from doing so, that Hatchway changes from open to closed or from closed to open, depending on its current state.
If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent
Fight phase, but none of those units count as having made a
Charge move this turn.
If a rule specifies that a unit from a player’s army can operate a Hatchway, then a unit from the opponent’s army can attempt to prevent it in the normal manner described above. If, however, a rule says explicitly to open or close a Hatchway, then this cannot be prevented.
A Hatchway can never be closed if there are models from the same unit on opposite sides of that Hatchway, no matter the reason.
OPERATING HATCHWAYS Before opening the Hatchway, Model A and Model B are not within
Engagement Range of one another.
After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the subsequent
Fight phase, both units will be eligible to fight, but Model As unit will not count as having
charged that turn.
Visibility
A model is
visible to an observing model if you can trace a straight line from any part of its base to any part of the observing models base, without that line passing through any of the following:
- A Wall.
- A closed Hatchway.
- A model that is not part of the target models unit.
Note that the Hatch of an
open Hatchway does not block any of these visibility lines.
If you can draw a straight line to every part of a model’s base from any part of an observing model’s base, as described above, then that model is said to be fully visible to the observing model.
Visibility around Walls- Model A cannot see Model B as it is not possible to draw a line from Model As base to Model B’s base without it passing through a Wall.
- Model A can see Model C as a line can be drawn, but part of Model C is still hidden from Model A by the Wall. As such, it will have the Benefit of Cover against ranged attacks made by Model A.
- Model D is fully visible to Model A, so Model D will not have the Benefit of Cover.
Visibility through Hatchways- Model B cannot see Model A as it is not possible to draw a line from Model B’s base to Model As base without it passing through either a Wall or a closed Hatchway.
- Model B can see Model C as such a line can be drawn through an open Hatchway and Model C is considered fully visible to it.
Visibility through models in the same unit- Models B, C and D are all from the same unit.
- When Model D’s unit is selected to shoot, Model D cannot make any ranged attacks against Model A, as it is not possible to draw a line between their bases without it passing through Models B or C.
- However, when Model A is selected to shoot, because Models B and C are part of the same unit as Model D, Model D is considered visible for the purposes of allocating attacks to it.
- Model D is fully visible to Model A, and so Model D would not have the Benefit of Cover.
Visibility through models in different units- Models B and C are from one unit. Models D and E are from a different unit.
- When Model A is selected to shoot, it cannot make any ranged attacks against Model D's unit, as it is not possible to draw a line between their bases without it passing through Models B or C, which are not part of Model D’s unit.
Indirect Fire Weapons
While on the battlefield, weapons lose the
[indirect FIRE] ability.
Blast Weapons
Each time a model makes an attack with a weapon with the
[BLAST] ability, when determining how many models are in the target unit for the purpose of that ability, only count the models that are visible to the attacking model.
Allocating Attacks
When allocating ranged attacks to a model in a unit that has not already lost one or more wounds, that attack must be allocated to a model that is visible to one or more models in the shooting unit. If there is no such model to allocate the attack to, the
attack sequence ends.
Benefit of Cover
Each time a ranged attack is allocated to a model, that model has the
Benefit of Cover against that attack unless it is fully visible to one or more models in the attacking unit.
Tactical Manoeuvres
At the start of your
Shooting phase, you can select one or more units from your army to each perform one Tactical Manoeuvre.
In order for a unit to perform a Tactical Manoeuvre:
- It must not be Battle-shocked.
- It must not be within Engagement Range of one or more enemy models.
- It must not have Advanced or Fallen Back this turn.
- It must not have been set up on the battlefield this turn.
That player can then select one of the following Tactical Manoeuvres for that unit to perform and, until the end of the turn, that unit is not eligible to shoot or
declare a charge.
Some mission rules will add new Tactical Manoeuvres that units from your army can perform. When doing so, all of the rules above also apply to those Tactical Manoeuvres.
Secure Site
BATTLELINE units only. Select one
objective marker you control that is within range of that unit. At the start of your next
Command phase, provided that unit is not
Battle-shocked, is still within range of that objective marker, and you still control that objective marker, that unit Seizes that objective marker (see bellow).
Set to Defend
Until the start of your next
Command phase, each time a model in that unit makes a melee attack, add 1 to the
Hit roll.
Set Overwatch
Until the end of your opponents next turn, just after an enemy unit is set up or when an enemy unit ends a
Normal,
Advance or
Fall Back move,
declares a charge, or opens a Hatchway, your unit can
fire Overwatch at that enemy unit.
Each time a unit fires Overwatch, it can shoot as if it were your
Shooting phase, but when doing so:
- Models in that unit can only make attacks that target that enemy unit (and only if it is an eligible target).
- Each time a model in that unit makes an attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapons Ballistic Skill or any modifiers.
- Critical Hits are only ever scored on an unmodified Hit roll of 6, irrespective of any other abilities.
- Each unit cannot fire Overwatch more than once per turn.
SEIZING AND SECURING OBJECTIVE MARKERSWhen a players unit Seizes an
Objective Marker, that objective marker is Secured by that player’s army. When an objective marker is Secured by a players army, that objective marker is controlled by that player and remains so, even if they have no models within range of it, until their opponent controls it at the start or end of any turn. Note that some rules allow an army to Secure an objective marker without having a unit actually Seize it.
Visibility
A unit can only be selected as a target of a
charge if it is
visible to the charging unit.
Pile-in and Consolidation Moves
Each time a model makes a
Pile-in or
Consolidation move:
- It cannot end that move within Engagement Range of a unit that was not visible to its own unit when it started that move.
- It does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit that is visble to its own unit.
In addition, if a unit cannot end these moves within Engagement Range of one or more enemy units and in
Unit Coherency, then it also cannot make a Consolidation move towards the closest
objective marker.
Units with the
Leader ability are normally able to be attached to
Bodyguard units, starting the battle as a single unit. In Boarding Actions battles this is not the case - Leaders cannot be attached to Bodyguard units and instead remain as their own independent unit for the entire battle.
Leader Abilities
Many Character units have abilities that they confer while
attached to a
Bodyguard unit, that begin with the phrase ‘while this model is leading a unit’ or ‘while this unit is leading a unit’. Such abilities are called Leader abilities and can still be conferred onto friendly units using the
Battlefield Command Stratagem.
When using this Stratagem, you can select one friendly unit that your Leader could normally be attached to; that unit will gain the effects of that
Leader ability as if that Leader was attached to it. Note, however, that the Leader cannot itself benefit from such abilities; only the selected unit will benefit.
Example: A
WINGED TYRANID PRIME has the following Leader ability:
- Alpha Warrior: While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
The Winged Tyranid Prime can normally be attached to
TYRANID WARRIORS WITH MELEE BIO-WEAPONS units. At the start or end of any phase, you can use the Battlefield Command Stratagem to select such a unit that is within 6" of your Winged Tyranid Prime. If you do, until the start of your next
Command phase, weapons equipped by models in your
TYRANID WARRIORS WITH MELEE BIO-WEAPONS unit have the
[SUSTAINED HITS 1] ability.
Once the effect of the Battlefield Command Stratagem has been applied, there is no requirement for the
TYRANID WARRIORS WITH MELEE BIO-WEAPONS unit to stay within 6" of that Winged Tyranid Prime.
LEADER ABILITIES Even though the
WINGED TYRANID PRIME and the
TYRANID WARRIORS move away from one another, the
TYRANID WARRIORS will continue to gain the benefit of the Winged Tyranid Primes Alpha Warrior ability for as long as the Battlefield Command Stratagem allows.
Led-by Abilities
Some units have abilities that take effect while they are being led by a unit with the
Leader ability. These typically contain the phrase ‘leading this unit’ and are called Led-by abilities.
Example: The
FULGURITE ELECTRO-PRIESTS unit has the following Led-by ability:
- Electro-infusion: While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.
Led-by abilities have no effect in Boarding Actions battles, even if that unit is targeted by the
Battlefield Command Stratagem to confer a Leader ability onto it.
Returning Destroyed Models
Rules that return destroyed models to a unit, unless specified otherwise in Boarding Actions missions or Boarding Actions Detachments, cannot return more than one model to a unit per battle round.
You cannot use any Stratagems other than the ones below and those found within Boarding Actions Detachments.
COMMAND RE-ROLL
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
BATTLEFIELD COMMAND
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.
TARGET: One
Leader unit from your army and one friendly
Bodyguard unit within 6" of it that it could normally be attached to.
EFFECT: Select one of your Leader unit’s
Leader abilities. Until the start of your next
Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
COUNTER-OFFENSIVE
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within
Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
INSANE BRAVERY
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your
Command phase, just after you have failed a
Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your
Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the
[BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not
visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
In Boarding Actions, you cannot use the Enhancements found within Codexes or Indexes. Instead, the Enhancements below and those found within Boarding Actions Detachments can be used when mustering your Boarding Patrol, and doing so costs no additional points. When selecting an Enhancement found within a Boarding Actions Detachment, it can only be given to a unit that has that Detachment’s
Faction keyword.
Superior Boarding Tactics This leader is a veteran of ship-to-ship battles, directing their forces with ease to secure their objectives and destroy their foes. You start the battle with 2CP. |
Close-Quarters Killer Exulting in the thrill of close-quarters combat, boarding actions are the natural environment for this commander, whose martial prowess shines when face to face with their foe. Each time the bearer makes a melee attack, you can re-roll the Wound roll. |
Peerless Leader This commander observes the battle with masterful insight, enabling them to guide multiple squads with precision. Once per battle round, the bearer can be targeted with the Battlefield Command Stratagem for 0CP, even if you have already targeted a different unit with that Stratagem this phase. |
Expert Breacher This officer has perfected the art of moving their forces swiftly from chamber to chamber and catching the foe off their guard. The bearer’s unit can attempt to operate a Hatchway at the start or end of the Move Units step of your Movement phase. The bearer’s unit cannot attempt to operate more than one Hatchway per turn. |
Personal Teleporter This leader is able to attack their foe from unexpected angles. The bearer has the Deep Strike ability. |
Trademark Weapon This leader wields an iconic weapon whose sheer killing might is guaranteed to fell enemies in short order. When you select this Enhancement, select one ranged weapon equipped by the bearer (excluding Torrent weapons) and make a note of this on your Army Roster. Add 1 to the Strength and Damage characteristics of that weapon. |
In order to play a game of Boarding Actions, you will need to muster a Boarding Patrol. To do so, follow the sequence below.
The details of your army must be recorded on an
Army Roster. This can be written on a piece of paper. Players must show their finished Army Roster to their opponent before battle commences.
You can download blank Army Roster sheets from
this link.
In Boarding Actions games, players will build a Boarding Patrol containing up to 500 points of units. Points are a measure of a unit’s power on the battlefield; the higher a unit’s points value, the more powerful that unit is.
Note on your Army Roster one keyword to be your Army Faction.
Note on your Army Roster one set of Detachment rules for your army that matches your Army Faction. You can only select a Boarding Actions Detachment rule for your Detachment.
Select all the units you want to include in your army. Your army does not need to include a
CHARACTER unit. Note on your
Army Roster the number of models in each unit, any weapons or wargear it has, and its points value. Subtract this points value from the total permitted for your battle size.
You can only include a unit in your army if:
- You have enough points remaining.
- That unit is allowed by your Detachment’s Mustering Rules, and you have not reached the maximum number of that unit that your army can include. Note that the Mustering Rules will also specify the valid Starting Strengths for each unit you can include.
Your army cannot include the same
EPIC HERO more than once.
If the mustering rules for your Detachment allow you to take a unit at a size that is not in the Munitorum Field Manual and there is an entry for it at twice that size, the smaller unit’s points value is half that of the larger unit’s (rounding up).
Select Warlord and Enhancements
Select one model from your army to be your Warlord (this must be a
CHARACTER model if your army includes any). This will be the leader of your army; make a note of this on your
Army Roster. Your
WARLORD gains
the Warlord keyword.
Up to two
CHARACTER models from your army (excluding
EPIC HERO models) can be given one Enhancement each. You cannot include the same Enhancement more than once. Make a note on your Army Roster which, if any,
Enhancements your models have. Enhancements do not cost any points to include in your army.
Your
Army Roster must list the combined points total of every unit from your army. This is relevant to determining which player will receive an Underdog bonus when playing a mission, the details of which can be found in the mission pack being played.
Over the following pages you will find all manner of different missions that you can use in your Boarding Actions games, ensuring that you will find an exciting mode of play no matter what your preferences are. The different types of mission presented in this book are described below.
SYMMETRIC MISSIONSThese missions feature the same objectives for both players, alongside matching deployments and terrain setups, ensuring the most balanced experience possible. For new players, we recommend starting here as you familiarise yourself with the rules.
ASYMMETRIC MISSIONSAll of the missions in this section feature an Attacker and a Defender, with very different objectives for each. These battles take the strong narrative elements of the Symmetric Missions and ramp them up to a new level, providing very different experiences not just between the missions themselves but between which of the two roles a player takes on.
THE ROCK BESIEGED CAMPAIGN MISSIONSThese interlinked missions allow two players to play through the Rock Besieged campaign in their Boarding Actions games. Thesc battles have been designed to work best when played in sequence as part of an ongoing narrative for two players, but have also been balanced to be playable as standalone missions, if you so choose.
NARRATIVE MISSIONSThese missions capture some of the more monumental events that have taken place in the void craft warfare of Warhammer 40,000, and feature powerfully evocative rules that ensure no two battles will play the same. If you ever wanted to see what happens to a ship when its Geller field goes down, this is where vou can find out!
BREACHING OPERATION MISSIONSThese missions require the Killzone Upgrade: Soulshackle set to play, and offer a unique experience as units can blow holes in walls, taking the shipboard devastation to a new level as your troops fashion their own doorways and access routes.
DARK DEPTHS MISSIONThis mission is specially designed to provide a highly strategic offering for experienced players, with a plethora of potential map layouts based on the army mustering decisions of each player. This allows you to select a board half that best suits your forces style of fighting, lending a new decision-making aspect to the army mustering process.
MULTIPLAYER MISSIONSThese missions are designed for three to four players - but can also be played in two-player mode - featuring both team play and all-against-all mayhem. With many sides constantly jostling for supremacy, frantic and exciting gameplay is guaranteed.
Long Walls
Long Wall
Long Wall with Pillars
Long Wall with Hatchway
Long Wall with Hatchway and Pillars
Short Walls
Short Wall
Short Wall with Hatchway
Short Wall with Hatchway and Pillars
Hatchway Positions
The locations of the Hatchways on the mission map are specified by the symbols below. This will help you identify the orientation of Walls with Hatchways.
CORE | ENTRY ZONES | DEFENDER | | | | Attacker’s Entry Zone | Entry Zone | Defender Patrol Entry Zone | Defender Entry Zone | Furnace Control Zone | Defender Backup Entry Zone | Objective Marker | Underdog Entry Zone | Defender Guard Entry Zone | | Patrol Entry Zone | Defender Critical Threat Entry Zone | | ATTACKER | Defender Docked Vehicle Entry Zone | | Attacker Critical Threat Entry Zone | Defender Bridge Crew Entry Zone | | Attacker Guard Entry Zone | | | | | IMPERIUM | PLAYERS | MISC. | | | | lmperium Entry Zone | Player A Deployment Zone | Core Zone | lmperium Backup Entry Zone | Player B Deployment Zone | Elevator Controls | lmperium Lift Entry Zone | Player C Deployment Zone | Escape Zone | CHAOS | Player D Deployment Zone | Pressure Switch Zone | Chaos Entry Zone | Player A Recon Entry Zone | Teleportarium Control Zone | Chaos Initial Reinforcements | Player B Recon Entry Zone | Upgrade Terminal Zone | Chaos Later Reinforcements | Player C Recon Entry Zone | | Chaos Lift Entry Zone | Player D Recon Entry Zone | | Chaos Patrol Entry Zone | | |
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A symmetric Boarding Actions mission is waged by following the sequence below.
Muster Boarding Patrol
Players must first
muster their Boarding Patrol. Each player must then provide a copy of their
Army Roster for their opponent to read through. If, when players compare their points total, one players is at least 30 points less than their opponent’s, then the player with the smaller points total is the Underdog, and they may receive an Underdog Bonus as detailed in the mission they are playing.
Determine Mission
Players determine which mission will be used for the battle; they can choose from the
Boarding Actions missions in this book, or those found in any other publications. This will determine the
deployment map that players use, as well as the specific mission briefing. Players can either simply agree which they will use with their opponent, or they can roll a D33 to randomly select a mission using the table below. To roll a D33, roll two D3s one after the other; the first dice result determines the ‘tens’ and the second determines the ‘units’. For example, if the first result is a 2 and the second is a 1, then the D33 result is a 21.
Read Mission Briefing
Each mission has a mission briefing that will detail the aims of the battle. Each mission will also list one or more additional mission rules that will apply for the duration of the battle, and a series of primary objectives that award Victory points to players. Players should read and familiarise themselves with these before proceeding.
Create the Battlefield and Place Objective markers
Players now create the battlefield and
set up terrain features. Missions are played on
Boarding Actions battlefields and the position of all terrain features -
Walls and Hatchways - and
objective markers that must be placed on the battlefield will be shown on the
deployment map of the mission players arc playing. Each mission will also specify which Hatchways start the mission open and which start the mission closed.
Form Boarding Squads
Each unit in a player’s Boarding Patrol that has a Starting Strength of 10 must now be split into two units, each containing 5 models. When splitting a unit, players should make a note of which models form each of the two new units. From this point onwards, these split units count as independent units for all rules purposes. The points cost of each split unit is considered to be half that of the original unit (rounding up).
Determine Attacker and Defender
Players
roll off and the winner decides who will be the Attacker and who will be the Defender. The Attacker’s and Defender’s Entry Zones are labelled on the
deployment map.
Deploy Armies
Players alternate setting up their units one at a time, starting with the Defender. For each of a player’s Entry Zones (as shown in the mission map), that player sets up one unit within that Entry Zone.
If one player finishes deploying all their units, their opponent continues deploying the remainder of their units, until either all players have
set up one unit per Entry Zone, or all units have been deployed.
Determine Reserves
Any units in a players army that do not start the battle on the battlefield, will start the battle in
Strategic Reserves.
In the
Reinforcements step of a players
Movement phase (starting from the first
battle round onwards), that player can select one of their Strategic Reserves units for each of their Entry Zones that has no models within it and set those units up within those Entry Zones.
If one or more of a players Strategic Reserves units has the
Deep Strike ability, then in each of that players turns (starting from the second battle round onwards), one of those units can be
set up on the battlefield as described by their rule that turn, instead of being set up within an Entry Zone. Any Strategic Reserves units that have not arrived on the battlefield by the end of the third battle round count as having been
destroyed (this does not apply to units that are placed into Strategic Reserves, after the first battle round has started).
Determine First Turn
Players
roll off and the winner takes the first turn.
Begin the Battle
The first
battle round begins. Players continue to resolve battle rounds until the battle ends.
Ending the Battle
The battle ends after five
battle rounds have been completed. If one player has no models remaining in their army at the start of their turn, the other player may continue to play out their turns until the battle ends.
Determine Victor
At the end of the battle, the player with the most Victory points is the winner. If players are lied, the battle is a draw.
Each player can score a maximum of 90 Victory points from mission objectives (any excess Victory points awarded are discounted). If every model in a players army was painted to a
Battle Ready standard, that player is awarded a bonus 10 Victory points. This gives players a maximum total score out of 100 Victory points.
Mission Objectives
During the battle, players can earn Victory points by achieving mission objectives. There are two types of mission objectives: End Game and Progressive. Progressive mission objectives are scored during the battle (exactly when is detailed on the objective itself), and can be achieved, and hence award Victory points, several times. End Game mission objectives are scored at the end of the battle.
As they battle through the blazing decks of the contested vessel, two opposing forces approach one another from either end of an arterial access corridor. Whoever can press forward and drive their enemies back will have the opportunity to secure this crucial transit route. From here, they can access vital systems and adjoining decks throughout the ship, and likely seize the entire vessel. The knowledge that both sides are battling for so vital a strategic prize only makes the fight all the more savage.
MISSION RULES
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESCAPTURE THE JUNCTION
Progressive Objective
This pivotal intersection must be seized and then held until reliefforces arrive to secure it against all comers. Even should you be forced to pile the bodies of your own slain to form barricades against the foe, the junction cannot be allowed to fall into enemy hands lest the entire ship follow.
At the end of each player’s
Command phase, the player whose turn it is scores 5 VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent.
PURGE THE SHIP
End Game Objective
So crucial is this confluence of access corridors that both sides are willing to hurl overwhelming forces in to seize it. Should one side succeed in butchering the enemy’s forces while preserving their own, they will then be in a position to capitalise on their conquest and sweep the vessel clear of foes.
At the end of the battle, each player totals the points value of their opponents units that have been
destroyed and scores 15VP for each of the following conditions they satisfy:
- If the total is 125 points or more.
- If the total is 250 points or more.
- If the total is 375 points or more.
Many are the derelict vessels adrift in the void. Some are discovered lost upon deserted space lanes and preyed upon for salvage. Others tumble through the midst of raging void battles, having but recently been depopulated and crippled by incoming fire. Whatever their nature, such voidships often become battlegrounds as rival forces sweep them deck by deck, seeking to purge their enemies and claim the bounty of technology and resources the derelict contains.
MISSION RULES
Underdog Bonus: In the Deploy Annies step, if a player receives an Underdog Bonus, they can use the Underdog Entry Zone in addition to the other Entry Zones marked on the mission map when setting up their units. Once the first battle round has started, the Underdog Entry Zone cannot be used when that player sets up any Strategic Reserve units from their army in an Entry Zone.
MISSION OBJECTIVESTAKE AND HOLD
Progressive Objective
It is not enough to engage the enemy as you encounter them aboard the derelict. Your purge of their forces must be structured and thorough, seizing each strategic waypoint in turn and ensuring no foe slips through the gaps lest they endanger your salvage and recovery operations, or outflank your forces.
In the second, third and fourth
battle rounds, at the end of each player’s
Command phase, the player whose turn it is scores 5 VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control more objective markers than their opponent controls.
In the fifth battle round:
- The player who has the first turn scores VP as described above.
- The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
SWEEP THE DECKS
End Game Objective
Deep void salvage operations are hazardous affairs, recovery adepts braving zero-gravity infernos, supernatural terrors and sudden depressurisation as they work. Purge any hostile forces from this area, to allow your salvagers to proceed without the additional danger of incoming enemy fire.
At the end of the battle, each player scores 15 VP for each
objective marker they control.
Underdog Entry Zone Few technologies are more complex or finely balanced than a voidship. Life support; motive systems; lights; gravity; shields; weapons; communications; these and countless other systems must work in harmony for the vessel to function properly. Many boarding actions become focused around the control and regulation - or indeed severing - of the pipes and conduits through which such vital systems or the power or fuel for them flows. This is one such battle for the very lifeblood of a ship.
MISSION RULES
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESREGULATE THE FLOW
Progressive Objective
By securing both the primary control shrine and secondary regulator station for a specific conduit, fuel pipe or the like, your forces can either ensure that the flow stays uninterrupted or choke it off entirely. Such control is vital to victory in this battle, whether you seek to keep your vessel operational or cripple the craft and leave it wide open to attack.
In the second, third and fourth
battle rounds, at the end of each player’s
Command phase, the player whose turn it is scores 5VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent controls.
- They control both objective markers labelled A.
- They control both objective markers labelled B.
In the fifth battle round:
- The player who has the first turn scores VP as described above.
- The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
Many are the derelict vessels adrift in the void. Some are discovered lost upon deserted space lanes and preyed upon for salvage. Others tumble through the midst of raging void battles, having but recently been depopulated and crippled by incoming fire. Whatever their nature, such voidships often become battlegrounds as rival forces sweep them deck by deck, seeking to purge their enemies and claim the bounty of technology and resources the derelict contains.
MISSION RULES
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESPOWER NETWORK
Progressive Objective
Gaining control of one node in the localised power network is a victory in itself, but the more sequential systems that can be captured, the more widespread becomes the flow of power you command. You must seize as much of the network as you are able to and then hold it against the foe in order to guarantee victory.
In the second, third and fourth
battle rounds, at the end of each player’s
Command phase, the player whose turn it is scores 5VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent controls.
- They control two or more objective markers that are directly linked by the Power Lines (see left).
In the fifth battle round:
- The player who has the first turn scores VP as described above.
- The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
CUT OFF THE HEAD
End Game Objective
You have the opportunity not only to sever the enemy's grasp upon the power flowing through the vessel, but to also sunder their command and control network by slaying their leader. This may be enough to prevent your foe capitalising on what might otherwise be a victory, or to utterly compound their defeat.
At the end of the battle, each player scores 10VP if their opponents WARLORD is destroyed.
Objective markers connected by these lines are linked (see
deployment map bellow). If two objective markers are connected directly by these lines, without any other objective markers in between them, they are said to be directly linked by the Power Lines.
Power Lines
Amidst the savage mayhem of a shipboard battle, power fluctuations and sudden, violent malfunctions are common. Whether due to enemy fire hammering from outside, acts of sabotage by boarders and desperate defenders, or even supernatural or sorcerous energies being unleashed, entire decks are plunged suddenly into darkness. Pipes rupture, spewing scalding steam or blinding plasma, or else choking smoke fills entire corridors quicker than purifier shrines can draw it away. In such conditions, the fighting becomes more desperate than ever.
MISSION RULESLights Out: At the end of each player’s
Movement phase, that player rolls one D6 for each Lighting Area: on a 1-3, until the end of the turn, the lights in that area turn off.
When selecting a target for a ranged attack, if the attacking unit or the target are wholly within a Lighting Area that has the lights off:
- If the target is more than 9" away, that attack cannot be made.
- If the target is within 9", subtract 1 from the Hit roll.
When selecting the targets of a
charge, if the
charging unit or the potential target are wholly within a Lighting Area that has the lights off:
- If the potential target is more than 9" away, that unit cannot be a target of that charge.
- If the potential target is within 9", subtract 1 from the Charge roll (to a maximum of -1, regardless of how many target units are in Lighting Areas with the lights off).
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESLOCK IT DOWN!
Progressive Objective
When a deck is plunged into darkness or suffers atmospheric or supernatural taint, leaving the situation unchecked can lead to panic or spiralling mayhem. Vie best solution is to seize decisive control of the entire zone before enacting whatever rituals or protocols are required to restore functionality and calm.
In the second, third and fourth
battle rounds, at the end of each player’s
Command phase, the player whose turn it is scores 5VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent controls.
In the fifth battle round:
- The player who has the first turn scores VP as described above.
- The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
SEEK SANCTUARY
End Game Objective
Should it prove impossible to fully secure such a compromised area of the ship, it is wise to withdraw to a defensible zone and dig in. Either reinforcements will arrive to allow another forward push, or whatever dangerous fluctuations are occurring will - hopefully - die down.
At the end of the battle, each player scores 15VP for each of the following conditions they satisfy:
- They control both objective markers within Lighting Area 1.
- They control both objective markers within Lighting Area 2.
Hammered by enemy fire amidst a roiling void war; caught in the inexorable drag of a black hole; plummeting towards a fiery death in a planet’s atmosphere; caught in the unholy coronae of a warp storm - whatever horrible fate is tearing this voidship apart, it threatens to take your warriors with it. Unfortunately, there is vital data contained in cogitator banks deep within the ship. While the enemy still threaten to seize that intelligence for themselves, evacuation is not an option.
MISSION RULESDeadly Decompression: From the second
battle round onwards, at the start of the battle round, the Attacker rolls one D6: on a 3+, until the end of the battle round, one of the Compartments is vented to the void by the space battle going on outside. If a Compartment is vented, the Defender rolls one D6 to determine which one. Close all of the
open Hatchways within that Compartment and each unit within it suffers D3
mortal wounds. While a Compartment is vented:
- When a unit within that Compartment is selected to make a Normal or Advance move, until the end of the turn, subtract 1" from the Move characteristic of models in that unit.
- Each time an attack is allocated to a model in that Compartment, improve the Armour Penetration characteristic of that attack by 1.
The Datacores: Once in each player’s turn, one unit from that players army can perform the following Tactical Manoeuvre:
Download Data: Select one
objective marker you control that is within range of the unit performing this Tactical Manoeuvre and that you have not downloaded data from (see below). At the start of your next
Command phase, provided that unit is not
Battle-shocked and is still within range of that objective marker, your army is said to have downloaded data from that objective marker.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESDATA RETRIEVAL
Progressive Objective
Even should it cost the lives of every warrior you lead, the precious data held within the cogitator cores must be extracted and relayed back to your commanders. In such an age of ignorance, no prize can be more valuable than wisdom. At least, so they tell you...
Each time a unit from your army downloads data from an objective marker (see left), you score 15VP.
TEMPORARY STABILISATION
Progressive Objective
The ship might be disintegrating, but if you can secure key points through this deck it should be possible to lock down hatchways and reroute life support long enough to complete your mission. With luck, you might even hold an extraction route open so that some of your warriors can escape alive.
In the second, third and fourth
battle rounds, at the end of each player’s
Command phase, the player whose turn it is scores 5VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent controls.
In the fifth battle round:
- The player who has the first turn scores VP as described above.
- The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
The bridge and the enginarium rank amongst the most vital locations on any voidship. They are far from the only strategic targets sought by boarding parties, however. Fierce battles may rage over relay shrines, ammunition magazines, cogitator centres, warp core access sanctums and many other sites. Direct assaults against dug-in defenders are perilous in such conflicts, but in the tangled multi-deck environs of a voidship there are usually alternative routes to victory for a suitably cunning commander.
MISSION RULESUnlock Overrides: In each player’s
Command phase, if that player controls
objective marker B, has one or more units within range of that objective marker (excluding
Battle-shocked units), and at least one of those units is not within
Engagement Range of one or more enemy models, that player can unlock the door overrides. If they do, open every Hatchway on the battlefield.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESSECURE AT ALL COSTS
Progressive Objective
Whatever your objective, it is imperative that it be seized swiftly. However, if you are wise you will seek also to secure the key access ways and secondary relay stations that can be reached without risking a direct offensive. Whoever is able to seize control of the wider strategic battle on this deck will doubtless capture the critical objective in the end.
In the second, third and fourth
battle rounds, at the end of each player’s
Command phase, the player whose turn it is scores 5VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent controls.
- They control objective marker A.
In the fifth battle round:
- The player who has the first turn scores VP as described above.
- The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
CUT OFF THE HEAD
End Game Objective
It is common to find vital leadership personnel either overseeing a strategic target of such value, or leading the assault against it. Ensuring that the enemy commander does not survive this battle, no matter its wider strategic outcome, is a victory in its own right.
At the end of the battle, each player scores 10VP if their opponents WARLORD is destroyed.
A vital target has been located within an area converted into a deadly blast furnace. Perhaps the enemy are attempting to cleanse what they deem to be a heretical artefact or witch slated for ritual execution. Maybe this area has been booby-trapped against boarders, or a vital dataslate may have simply been dropped by an officer already slain within the furnace’s grisly confines. Whatever the case, victory will go to those with the nerve to brave the flames, and the fortitude to endure them.
In this mission, the Zones marked in this manner on the deployment map comprise the Furnace, and any units within them are said to be within the Furnace.
Furnace Control Zone
MISSION RULESRites of Incineration: Once in each players turn, one unit from that player’s army that is within a Furnace Control Zone (see above) can perform the following Tactical Manoeuvre:
Turn on the Burners: At the end of the turn, for each unit within the Furnace, roll one D6 for each model in that unit: for each 4+, that unit suffers 1
mortal wound (to a maximum of 3 mortal wounds per unit per turn).
Worth Dying For: Any unit can perform the
Secure Site Tactical Manoeuvre on an
objective marker within the Furnace, regardless of whether that unit has the
BATTLELINE keyword or not.
Desperate Measures: In each player’s
Command phase, if that player controls one or more objective markers within the Furnace, they roll one D6: on a 5+, that player gains 1CP
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP
MISSION OBJECTIVESPROMETHIUM EXCHANGERS
Progressive Objective
Crucial promethium exchanger shrines are found within this deck. Through them runs the fuel supply required to keep the furnace flames burning. Though it may well be too late to help warriors already battling amidst the hungry flames, securing the exchangers will allow you to either feed the fury of the furnace or starve it into submission by battles end.
In the second, third and fourth
battle rounds, at the end of each player’s
Command phase, the player whose turn it is scores 5VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent controls.
- They control one or more objective markers within the Furnace.
In the fifth battle round:
- The player who has the first turn scores VP as described above.
- The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
COSTLY PRIZE
End Game Objective
Only by your swift actions, and by those of your warriors, can whatever was consigned to the furnace be secured. Whether you choose to save it from the flames or see it all turned to ashes, of course, is up to you.
At the end of the battle, each player scores 10VP if they control one or more
objective markers within the Furnace.
Amidst the running gunfights and shrapnel-filled explosions of a boarding action, it is inevitable that vital - often hazardous - systems will be damaged. As the fighting spills into this vessel’s enginarium, it is one of the crucial plasma reactors that has been hit. Exotic and deadly spectra of radiation now swirl through the air like malicious spirits and seek to drain the life from the warring combatants. Securing victory has now become a cruel and deadly race against time.
MISSION RULESRad Exposure: As the battle progresses the radiation fallout from the reactor will spread further across the battlefield and its intensity will grow as it does so. The battlefield is divided up into four Sectors, A through D. Starting with Sector A in
battle round 1, the radiation will begin to contaminate the battlefield.
There are three levels of radiation exposure - Mild, High and Extreme - each more severe than the last. At the start of the battle round, depending on which Sectors a unit finds itself within and which battle round it is, that unit will be exposed to different effects (as shown in the table below) until the end of that battle round. If a unit starts the battle round within multiple Sectors, then it suffers from whichever Sector has the most extreme level of radiation.
BATTLE ROUND RAD LEVELS | BATTLEFIELD SECTOR | RAD LEVEL EXPERIENCED | MILD | HIGH | EXTREME | A | 1 | 2 | 3+ | B | 2 | 3 | 4+ | C | 3 | 4 | 5 | D | 4 | 5 | - |
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The effects of each of these levels are:
- Mild Rad: Worsen the Leadership characteristic of models in this unit by 1.
- High Rad: Subtract 1" from the Move characteristic of models in this unit. This unit also suffers from the effect of Mild Rad.
- Extreme Rad: Subtract 1 from the Toughness characteristic of models in this unit. This unit also suffers from the effect of High Rad and Mild Rad.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESURGENT TAKEOVER
Progressive Objective
The increasingly inimical conditions on this deck do not change the fact that victory is at risk throughout the entire ship. It is imperative that you drive the enemy back and seize all your objectives before conditions become unendurable for your warriors.
In the second, third and fourth
battle rounds, at the end of each player’s
Command phase, the player whose turn it is scores 5 VP for each of the following conditions they satisfy:
- They control one or more objective markers.
- They control two or more objective markers.
- They control more objective markers than their opponent controls.
In the fifth battle round:
- The player who has the first turn scores VP as described above.
- The player who has the second turn scores VP as described above but does so at the end of their turn instead of at the end of their Command phase.
SALVATION SHRINES
End Game Objective
The only way to prevent total rad-saturation lies in controlling its salvation shrines. These sacred machineries can reroute plasma flow to isolate the exposed cores and render them quiescent. Of course, sabotaging these shrines would equally doom the enginarium altogether should that be your goal.
At the end of the battle, if one player controls both
objective markers labelled Critical, they score 15VP.
CUT OFF THE HEAD
End Game Objective
Amidst the terror of the rad leak, the opportunity may present itself to strike a deadly blow at the enemy’s command structure.
At the end of the battle, each player scores 15VP if their opponent’s WARLORD is destroyed.
An asymmetric Boarding Actions mission is waged by following the sequence below.
Muster Boarding Patrol
Players must first
muster their Boarding Patrol. Each player must then provide a copy of their
Army Roster for their opponent to read through. If, when players compare their points total, one players is at least 30 points less than their opponents, then the player with the smaller points total is the Underdog, and they may receive an Underdog Bonus as detailed in the mission they are playing.
Determine Mission
The players determine which mission to play from the
Boarding Actions missions presented in this book. This will determine the
deployment map that the players use, as well as the specific mission briefing. You can either simply agree which you will use with your opponent, or you can roll a D6 to randomly select a mission using the table below.
Read Mission Briefing
Each mission has a mission briefing that will detail the aims of the battle. Each mission will also list one or more additional mission rules that will apply for the duration of the battle, and a series of objectives that award Victory points to the players. The players should read and familiarise themselves with these before proceeding.
Create the Battlefield and Place Objective markers
The players now create the battlefield and set up terrain features. Missions are played on Boarding Actions battlezones and the position of all terrain features -
Walls and Hatchways - and
objective markers that must be placed on the battlefield will be shown on the deployment map of the mission you are playing. Each mission will also specify which Hatchways start the mission open and which start the battle closed.
All of the missions in this book support the additional terrain included in the
Killzone: Gallowdark set. If you have the terrain pieces from this set, then you can incorporate them into the battle, and the deployment map will show how to set these up. It is important to note that all of these missions have been designed to offer a fair, balanced and exciting experience, regardless of whether you incorporate these terrain features or not, but they can add an extra level of immersion. The rules for these terrain features can be found in
Killzone: Gallowdark.
Form Boarding Squads
Each unit in a player’s Boarding Patrol that has a Starting Strength of 10 must now be split into two units, each containing 5 models. When splitting a unit, players should make a note of which models form each of the two new units. From this point onwards, these split units count as independent units for all rules purposes. The points cost of each split unit is considered to be half that of the original unit (rounding up).
Determine Attacker and Defender
Players
roll off and the winner decides who will be the Attacker and who will be the Defender. The Attacker’s and Defender’s Entry Zones are labelled on the
deployment map.
Deploy Armies
Players alternate setting up their units one at a time, starting with the Defender. For each of a player’s Entry Zones (as shown in the mission map), that player sets up one unit within that Entry Zone.
If one player finishes deploying all their units, their opponent continues deploying the remainder of their units, until either all players have
set up one unit per Entry Zone, or all units have been deployed.
Determine Reserves
Any units in a players army that do not start the battle on the battlefield, will start the battle in
Strategic Reserves.
In the
Reinforcements step of a players
Movement phase (starting from the first
battle round onwards), that player can select one of their Strategic Reserves units for each of their Entry Zones that has no models within it and set those units up within those Entry Zones.
If one or more of a players Strategic Reserves units has the
Deep Strike ability, then in each of that players turns (starting from the second battle round onwards), one of those units can be
set up on the battlefield as described by their rule that turn, instead of being set up within an Entry Zone. Any Strategic Reserves units that have not arrived on the battlefield by the end of the third battle round count as having been
destroyed (this does not apply to units that are placed into Strategic Reserves, after the first battle round has started).
Determine First Turn
Players
roll off and the winner takes the first turn.
Begin the Battle
The first
battle round begins. Players continue to resolve battle rounds until the battle ends.
Ending the Battle
The battle ends after five
battle rounds have been completed. If one player has no models remaining in their army at the start of their turn, the other player may continue to play out their turns until the battle ends.
Determine Victor
At the end of the battle, the player with the most Victory points is the winner. If players are lied, the battle is a draw.
Each player can score a maximum of 90 Victory points from mission objectives (any excess Victory points awarded are discounted). If every model in a players army was painted to a
Battle Ready standard, that player is awarded a bonus 10 Victory points. This gives players a maximum total score out of 100 Victory points.
Mission Objectives
During the battle, players can earn Victory points by achieving mission objectives. There are two types of mission objectives: End Game and Progressive. Progressive mission objectives are scored during the battle (exactly when is detailed on the objective itself), and can be achieved, and hence award Victory points, several times. End Game mission objectives are scored at the end of the battle.
Each player can score a maximum of 90 Victory points from mission objectives (any excess Victory points awarded are discounted). If every model in a players army was painted to a Battle Ready standard, that player is awarded a bonus 10 Victory points. This gives players a maximum total score out of 100 Victory points.
Optional Terrain Features
Terminal
Wall: This terrain feature counts as a
Wall.
Pipes
Barrier: Models cannot move through this
terrain feature.
Partial Cover: Each time a model makes a ranged attack, if it is not possible to trace
straight lines from the attackers base to every part of the targets base without any of those lines passing through this terrain feature, then the target has the
Benefit of Cover against that attack.
Collapsed Pipe
Impediment: If a unit makes a
Normal,
Advance or
Fall Back move, and any of its models wish to move through any part of this
terrain feature, then until the end of that move, subtract 2" from the Move characteristic of those models (to a minimum of 0). If a unit
declares a charge, and any of its models wish to move through any part of this terrain feature as part of its subsequent
charge move, subtract 2 from that unit’s
Charge roll.
Partial Cover: Each time a model makes a ranged attack, if it is not possible to trace
straight lines from the attackers base to every part of the targets base without any of those lines passing through this terrain feature, then the target has the
Benefit of Cover against that attack.
Electro-nodes
Barrier: Models cannot move through this
terrain feature.
Partial Cover: Each time a model makes a ranged attack, if it is not possible to trace
straight lines from the attackers base to every part of the targets base without any of those lines passing through this terrain feature, then the target has the
Benefit of Cover against that attack.
Electro-discharge: While a model is within 2" of this terrain feature, each time that model makes a ranged attack, subtract 1 from the
Hit roll.
Explosive Canisters
Wall: This
terrain feature counts as a
Wall.
Destructible: This terrain feature counts as a model with the following profile:
NAME | M | T | Sv | W | Ld | OC | Explosive Canisters | - | 3 | 7+ | 3 | 6+ | 0 |
|
Any models can
make ranged attacks that target this terrain feature and, when it is
destroyed, it Explodes (see below). It does not have an
Engagement Range,
charges cannot be declared against it, and melee attacks cannot be made against it. In each players turn, one or more units from that players army can perform the following Tactical Manoeuvre:
Sabotage: Select one Explosive Canisters terrain feature within 1" of the unit performing this
Tactical Manoeuvre. At the end of your next
Movement phase, that terrain feature will Explode (see below).
Explodes: When this terrain feature Explodes, roll one D6 for each unit within 3" of it: on a 2-4, that unit suffers 1
mortal wound; on a 5+, that unit suffers 2 mortal wounds. Then remove this terrain feature from the battlefield. This terrain feature can only Explode once.
Those storming an enemy ship often aim to take control of it by fighting past its defenders and capturing strategically vital locations. Yet some prefer a simpler, if more audacious, solution: exposing the decks to the void. Such actions cast hundreds of the vessel’s defenders into the blackness of space, clearing a path to its enginarium, armouries and bridge.
MISSION RULESSecurity Patrol: The Patrol Entry Zone can only be used by the Defender to
set up models from their army in the
Deploy Armies step. Once the first
battle round has started, that Entry Zone cannot be used when the Defender sets up any
Strategic Reserve units from their army in an Entry Zone.
Set Defence: The Defender has the first turn.
Exposed to the Void: Models cannot enter the Inaccessible Area of the battlefield for any reason.
Airlocks: The
Hatchways labelled ‘Airlock’ on the map opposite are considered to be Airlocks. Airlocks behave in the same way as normal Hatchways, with the following exceptions:
- An Airlock can only be opened by the Attacker.
- Once opened, an Airlock cannot be closed.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional 1CP.
Patrol Entry Zone MISSION OBJECTIVESMAINTAIN SHIP INTEGRITY
End Game Objective
The defenders strive to maintain the vessels integrity against their assailants’ efforts to expose the ship to the void.
At the end of the battle:
- The Attacker scores 20VP for each of the Airlocks that have been opened.
- The Defender scores 20VP for each of the Airlocks that remain closed.
CUT OFF THE HEAD
End Game Objective
It is common to find vital leadership personnel either overseeing defence of a ship’s airlocks, or leading the assault against them. Ensuring that the enemy commander does not survive this battle, no matter its wider strategic outcome, is a victory in its own right.
At the end of the battle, each player scores 10VP if their opponent’s WARLORD is destroyed.
Warships are not only vital for controlling a conflict in space, they provide indispensable fire support to ground troops, bombarding the enemy with ferocious salvoes of apocalyptic weaponry, slaughtering thousands and reducing fortresses to rubble. Thus it is of primary importance for belligerents in any planetary conflict to ensure that the enemy’s void vessels are kept from bombarding their forces. This is but one more task for daring boarding troops, who must fight hard to stop the enemy’s cannons from annihilating their comrades on the ground below.
MISSION RULESRapid Offence: The Attacker has the first turn.
Control Node: The Control Node is the only
objective marker that can be
Secured by either player’s army. In addition, any unit can perform the
Secure Site Tactical Manoeuvre on the Control Node objective marker, regardless of whether that unit has the
BATTLELINE keyword or not.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESDESTROY GROUND TARGETS
Progressive Objective
The ship’s weapons batteries depend upon a continuous supply of ammunition to be effective. Should the defenders manage to keep these immense guns firing, the war for the planet below will swing in their favour - all the more so if they can retain control of vital control nodes to ensure deadly accurate fire.
The Attacker starts the battle with 60VP. At the start of the Defenders
Command phase:
- If the Defender controls the Control Node objective marker, for each Loader objective marker they control, subtract 10VP from the Attacker (to a minimum of 0VP) and the Defender scores 10VP.
- Otherwise, for each Loader objective marker the Defender controls, subtract 5VP from the Attacker (to a minimum of 0VP) and the Defender scores 5VP.
SEIZE THE GUNS
Progressive Objective
Warship weapons are lethal in the hands of whoever controls them, and the attackers are well aware of this fact. If they can seize the ship’s guns, even if they cannot operate them with the same efficiency as the defenders, they will unleash hell upon their enemies on the ground.
At the start of the Attackers
Command phase, if they control the Control Node
objective marker, they score 5VP.
Many a naval vessel holds within its depths potent weapons and ancient artefacts. Invariably these are stored within all but impenetrable vaults, secured by psychic wards, automated weapons systems, shield generators or by other means. Should an attacker successfully seize these treasures, they will not only gain powerful assets for themselves, but also grievously undermine the morale of their enemies.
MISSION RULESRapid Offence: The Attacker has the first turn.
Guard Duty: At the start of the
Deploy Armies step, for each Strongroom, the Defender selects one unit from their army and sets that unit up anywhere wholly within that Strongroom.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESTHEY ARE OURS
End Game Objective
The capture of each enemy artefact is an impressive feat in itself, showing courage, daring and warrior skill in equal measure. Such deeds are not only short-term victories, however, as word of the attackers’ success will undoubtedly buoy the spirits of their comrades across a multitude of other battlefronts.
At the end of the battle, the Attacker scores 45VP for each
objective marker they control.
PURGE THE THIEVES
End Game Objective
For every warrior slain in their foolhardy effort to seize the defenders’ most prized possessions, a warning is sent out to any others who might dare to do the same: to attempt this is to be ruthlessly destroyed.
At the end of the battle, total the points values of the Attackers units that are destroyed. The Defender scores the corresponding number of VP shown in the table below.
POINTS TOTAL OF DESTROYED UNITS | 0-124 | 0 | 125-249 | 30 | 250-374 | 60 | 375+ | 90 |
|
It is far from uncommon in the chaos of ship-to-ship boarding actions for isolated units to become captured by their enemies. The fate that awaits such warriors is almost certainly torture, slavery or death. They live in hope, however, that their comrades are striking out to free them so they may fight another day.
MISSION RULESImprisoned: At the start of the
Deploy Armies step, the Attacker selects one unit from their army with a minimum points cost of 60 points to be imprisoned. That unit is
set up within the Prison Cells. The imprisoned unit:
- Cannot be removed from the battlefield at any point, unless destroyed.
- Cannot make use of any rule that would allow it to move through Walls or terrain features while the Prison Cells’ Hatchway is still closed.
- Can only attempt to operate the Prison Cells’ Hatchway while it is closed if there are no units from the Defender’s army wholly within the Guard Entry Zone. If it does, roll one D6: if the result is greater than or equal to its Toughness characteristic, it is unsuccessful and the Hatchway remains closed; otherwise, open the Hatchway as normal.
Prison Cells: Units other than the imprisoned unit cannot make use of any ability that allows them to be set up within the Prison Cells. Once the Prison Cells’ Hatchway has been opened, it cannot be closed again. Units from the Defender’s army cannot attempt to operate the Prison Cells’ Hatchway.
Prison Guards: In the Deploy Armies step, the Defender can only set up units from their army within the Guard Entry Zone and the Patrol Entry Zones (they cannot use the Backup Entry Zones), and one unit from their army must be set up within the Guard Entry Zone. Once the first
battle round has started, they can only use their Backup Entry Zones when setting up any
Strategic Reserve units from their army in an Entry Zone.
Rapid Offence: The Attacker has the first turn.
Silent Infiltration: At the start of the first battle round, the Attacker can begin infiltrating units until the alarm is set off. To do so, they select one unit from their army and roll one D6: on a 2+, the alarm is not set off and that unit can make a
Normal Move of up to 6". They can then select another unit from their army that has not yet been selected for this rule and roll again, subtracting 1 from the roll. This continues, subtracting 1 from the roll for each successive unit, until either the alarm goes off or the Attacker has no more units to move.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESESCAPE
End Game Objective
The captors of imprisoned warriors would rather see their prisoners dead than free, and will fight furiously to stop any breakout efforts. For those attempting to free their captured comrades, meanwhile, the fiercest fighting is often in the escape.
At the end of the battle, players score VP as shown in the table below.
SITUATION | VP | VP | Imprisoned unit still within Prison Cells | 0 | 90 | Imprisoned unit not within Prison Cells, but destroyed | 30 | 60 | Imprisoned unit not within Prison Cells and not destroyed, but within Engagement Range of one or more models from the Defender’s army | 60 | 30 | Imprisoned unit not within Prison Cells, not destroyed, and not within Engagement Range of all models from the Defender’s army | 90 | 0 |
|
Defender Guard Entry Zone
Defender Backup Entry Zone
Defender Patrol Entry Zone
A ship’s data-fanes are often packed full of strategic intelligence that can turn the tide of battles or even wars. Well aware of this, attackers may attempt to channel power to such terminals and thus activate them to mine their secrets.
MISSION RULESSet Defence: The Defender has the first turn.
Multi-level: When setting up the battlefield, each game board represents a different level within the ship. It is not possible to
move units from one game board to the other unless using the Change Level rule (see below), and units on one game board are not
visible to those on the other.
Change Level: At the end of each players
Movement phase, one or more units from that players army can, if every model in that unit is within an Access Zone, change level. To do so, remove that unit from the battlefield and set it up with every model within the corresponding Access Zone on the other game board (e.g. if a unit changed level while in Access Zone A on the Deck Level, it would be
set up within Access Zone A on the Sub-level). When setting a unit up in this way, it can set it up within
Engagement Range of enemy units. If this happens, then those units will be eligible to fight during the subsequent
Fight phase, but none of them count as having made a
charge move this turn.
Fighting Between Decks: During the
Fight phase, while a model is within an Access Zone it counts as being visible to and within Engagement Range of any opposing models that are within the corresponding Access Zone on the other game board. This means that those models’ units are eligible to fight and can
make melee attacks against one another. Each time a model in such a unit makes a
pile-in or
consolidation move, that model can move in any direction but must end that move closer to the centre of that Access Zone.
Focused Operatives: Any unit can perform the
Secure Site Tactical Manoeuvre on an
objective marker, regardless of whether that unit has the
BATTLELINE keyword or not.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
KEY Generator Objective Marker Terminal Objective Marker Access Zone MISSION OBJECTIVESACCESS THE DATA
Progressive Objective
For every sub-level generator the attackers succeed in activating, a terminal ripe with vital data becomes available to access. Securing such information will no doubt aid their wider war, earning the assaulting warriors much renown.
At the end of the Attackers
Command phase, for each Generator
objective marker they control, they can select one
Terminal objective marker to be powered up until the end of the turn, and then for each powered up Terminal objective marker they control, they score 10VP.
In the fifth
battle round, the Attacker does this at the end of their turn, instead of at the end of their Command phase.
ROUT AND CRUSH THEM
End Game Objective
The thought of the enemy seizing such vital intelligence is a terrible one. Every last one must be routed from the area, hunted down and eliminated, to ensure no data is successfully stolen.
At the end of the battle, total the points values of the Attackers units that are destroyed. The Defender scores the corresponding number of VP shown in the table below.
POINTS TOTAL OF DESTROYED UNITS | DEFENDER VP | 0-124 | 0 | 125-249 | 15 | 250-374 | 40 | 375-499 | 60 | 500 | 80 |
|
In addition, at the end of the battle, the Defender scores 20VP if the Attackers
WARLORD is
destroyed.
No voidship, no matter how large or small, can function without the many machine spirits that dwell within its systems, and corrupting such spirits is thus a sure-fire method of disabling an enemy vessel. The ways of doing this are often dark indeed, involving tech-viruses, machinopathogens or system scourges, each capable of crippling key systems or even turning them against the ship’s crew or allied void craft.
MISSION RULESSet Defence: The Defender has the first turn.
Corrupt the Machine Spirit: At the end of the Attackers
Command phase, for each
objective marker they control, they can attempt to corrupt that objective marker. If they do, roll one D6: on a 2+, that objective marker is corrupted and removed from the battlefield. Each time an objective marker is corrupted, the Attacker can select one of the following consequences that has not already been selected:
- Door Controls: The Attacker can open or close up to three Hatchways.
- Steam Venting Overrides: Until the start of the Attackers next Command phase, ranged attacks cannot target units more than 6" away from the attacking model.
- Gravitational Systems: Until the start of the Attackers next Command phase, units cannot perform the Set to Defend or Set Overwatch Tactical Manoeuvres. Any units on the battlefield that performed these Tactical Manoeuvres in their last Shooting phase, are no longer considered to have done so.
- Communications Network: Until the end of the Attacker’s next Command phase, the Defender cannot gain CP.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
MISSION OBJECTIVESHUMBLE THE MACHINE
End Game Objective
The shutdown of a prized enemy ship, one crucial system at a time, is a wonderful thing for attackers to behold. Beyond that, rendering a mighty vessel inert can tip the scales of battle in their favour and see them win much glory.
Al the end of the battle, the Attacker scores 20VP for each
objective marker they corrupted (see left).
THWART THE CORRUPTERS
End Game Objective
Nothing less than fighting tooth and nail will be sufficient to defend the ships machine spirits. Every functioning system ensures the vessel has a greater chance of surviving the coming battles, and denies the foe an advantage.
At the end of the battle, the Defender scores 30 V P for each
objective marker they control.