Below, you will find a plethora of new missions to use in your Boarding Action games. If you have the
Boarding Actions rules from
Arks of Omen: Abaddon and the Warhammer 40,000
Boarding Actions Terrain Set, then you can play any of the missions presented here. These missions are all asymmetric in nature, with one player taking on the role of the ship’s defenders and the other a boarding party sent in to either seize control of or scuttle the enemy ship. Whether it’s opening the vessel’s airlocks to vent its crew into the void, raiding the cargo holds, or even using the ship’s guns against ground forces on the planet below, you will find a raft of new scenarios to experience over this page.
These missions can also be augmented with the
Killzone: Gallowdark set. This provides several new pieces of scenery that can be incorporated into the game boards. Some offer new hiding spots and ambush possibilities, while others take the form of
explosive canisters and highly charged
electro-nodes that can significantly change the way players approach the missions. More details of these new additions can be found
here.
It is important to note that all of the following missions are designed to be just as enjoyable whether or not you have these extra pieces of terrain, and each provides a fair and balanced game for both players, regardless of which role they take on. Indeed, it can be equally fun to replay a mission, with you and your opponent swapping round who is the Attacker and who is the Defender, using your newly acquired experience of the battle to see if you can achieve victory from the opposite perspective.
1. Muster Boarding Patrol
The players must first
muster their Boarding Patrol, as described in
Arks of Omen: Abaddon. 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 player’s 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.
2. Determine Mission
The players determine which mission to play from the Boarding Action missions presented on this page. 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.
3. 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.
4. Create the Battlefield and Place Objective Markers
The players now create the battlefield and set up
terrain features. Missions are played on Boarding Action 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 on this page 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
here.
5. Form Boarding Squads
Each unit in your Boarding Patrol that has a Unit Strength of 10 must now be split into multiple units, each containing 5 models. When splitting a unit, 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.
6. Determine Attacker and Defender
The 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.
7. Generate Starting Command Points
Each player starts with 1
Command point.
8. Deploy Armies
The 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 a unit has a pre-battle rule that allows it to be set up anywhere on the battlefield, that unit can instead be set up
wholly within 6" of that unit’s Entry Zone. That Entry Zone is then considered to have had a unit set up within it, and cannot have another unit set up within it before the start of the battle. If one player finishes deploying all their units, their opponent then deploys the remainder of their units, until either both players have set up one unit per Entry Zone, or all units have been deployed.
If both players have units with abilities that allow them to be set up after both armies have deployed, the players must
roll off after all other units have been set up and alternate setting up these units, starting with the winner.
9. Determine Reserves
Any units in a player’s army that do not start the battle on the battlefield, will start the battle in
Strategic Reserves. This does not cost any
Command points to do so.
In the
Reinforcements step of a player’s
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 in those Entry Zones.
If one or more of the Reserves units that you have selected has a rule that would allow it to be set up in a location other than the battlefield (e.g.
Teleport Strike) then in each of that player’s 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 Reserves unit that has not arrived on the battlefield by the end of the fourth battle round counts as having been destroyed (this does not apply to units that are placed into Reserves, including into Strategic Reserves, after the first battle round has started).
10. Determine First Turn
The players
roll off and the winner takes the first turn.
11. Resolve Pre-battle Abilities
Each player can resolve a single pre-battle ability that units in their army may have, irrespective of how many units in their army may have them, starting with the player who will take the first turn.
12. Begin the Battle
The first
battle round begins. Players continue to resolve battle rounds until the battle ends.
13. 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.
14. Determine Victor
At the end of the battle, the player with the most victory points is the winner. If players are tied, 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 player’s 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 BRIEFINGIt 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: Before the battle, 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.
- Cannot perform the Operate Hatchway action on the Prison Cells’ Hatchway.
- In the Attacker’s Command phase, if there are no units from the Defender’s army wholly within the Guard Entry Zone, and the imprisoned unit is within 1" of the Prison Cells’ Hatchway, then the imprisoned unit can attempt to force the Hatch. If it does so, roll one D6: if the result is less than that unit’s Strength characteristic, open the Prison Cells’ Hatchway.
Prison Cell: 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.
Prison Guards: Before the battle, 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. 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 a player receives an Underdog bonus, that player starts the battle with 1 additional
Command point.
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 victory points as shown in the table below.
ESCAPE | SITUATION | ATTACKER VICTORY POINTS | DEFENDER VICTORY POINTS | 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 any models from the Defender’s army | 90 | 0 |
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MISSION BRIEFINGA 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.KEY Generator Objective Marker Terminal Objective Marker Access Zone 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 action (see below), and units on one game board are not visible to those on the other.
Change Level: Units from your army can perform the following
action:
Change Level (Action): One or more units from your army can start to
perform this Action at the end of the
Move Units step of your
Movement phase, if every model in that unit is within an Access Zone. This action can be performed by a unit that
Advanced or
Fell Back this turn. The action is completed at the end of your Movement phase. If completed, 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 completed this action 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, you can set it up within
Engagement Range of enemy units. If you do so, 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.
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 Attacker’s
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 10 victory points.
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 Attacker’s Boarding Squads that are destroyed. The Defender scores the corresponding number of victory points shown in the table below.
ROUT AND CRUSH THEM | POINTS TOTAL OF DESTROYED BOARDING SQUADS | DEFENDER VICTORY POINTS | 0-124 | 0 | 125-249 | 15 | 250-374 | 40 | 375-499 | 60 | 500 | 80 |
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In addition, at the end of the battle, the Defender scores 20 victory points if the Attacker’s
WARLORD is destroyed.