On this page you will find an expansion to allow you and your friends to enjoy a wide variety of multiplayer experiences using the Boarding Actions rules. Although primarily designed for multiplayer games, these missions have also been constructed to allow them to be played in the usual two player format as outlined in the rules below. Using this section you will be able to play the following types of game:


Books

BookKindEditionVersionLast update
  Arks of Omen: Farsight
  Arks of Omen: FarsightExpansion9March 2023

Multiplayer Rules

The following additional rules apply when playing with more than two players, regardless of what form of multiplayer game is being played.

Turn Order

It will be necessary to establish a turn order. During each battle round players will take their turns in turn order. We recommend using a token or miniature to take the form of a first turn marker to use for the player who has the first turn in the battle round.

When the mission sequence says to, players will determine the turn order for the battle by rolling off, with the winner gains the first turn marker. The turn order starts with the player who has the first turn marker and then proceeds clockwise around the gameboard based on the location of each player’s Entry Zones, as shown in the diagram below.

Command Points and Battle-forged CP Bonus

Rather than each player gaining 1 Command point at the start of each player’s Command phase, each player gains 2 Command points at the start of each battle round instead.

Fight Phase

Units can only fight in their controlling players own turn. However, if a rule explicitly allows a model or unit to fight as if it was the fight phase or as the result of being destroyed, then they are exempt from this limitation and can still fight.

Counter-offensive Stratagem

Each player can only use the Counter-offensive Stratagem once. When they do so, the unit that they select to fight can only make attacks against units from the army of the player whose turn it currently is.

Morale Phase

During each Morale phase, players alternate taking Morale tests as normal, but this is done in turn order, starting with the player whose turn is taking place.

Four Players: All vs All

The following additional rules apply when playing with four players where everyone is fighting against everyone else.

Underdog Bonus

It is possible for multiple players to gain an Underdog Bonus. If, when a player compares their points total to the player with the highest points total, the difference is less by at least 30, they will receive an Underdog Bonus as detailed in the mission they are playing.

Determining Entry Zones

Before the battle, when specified in the mission sequence, players will determine which Entry Zones they will use. All players roll off to determine the order in which they can select their Entry Zones and, starting with the winner, each player selects one set of Entry Zones to use in the battle that has not been selected by another player.

Shooting Phase

Each time a model from a player’s army targets an enemy unit with a ranged attack, if that unit is within Engagement Range of any other enemy units that are controlled by a different opposing player, subtract 1 from that attack’s hit roll and subtract 1 from that attack’s wound roll.

4 Player Example

Aidan, Abby, Sarah and Rhu all decide to play a multiplayer game of Boarding Actions. Each of them rolls one D6 to determine the order in which they will select which Entry Zones they will use. Aidan rolls highest and selects the Entry Zones in the top right. Sarah is next and chooses the ones in the bottom left, followed by Abby deciding on the bottom right and Rhu the top left.


When the mission sequence tells them to roll off to determine the turn order, this time it is Sarah who rolls highest. As such, she will go first in the turn order and gains the first turn marker. Proceeding clockwise around the mission map results in the following turn order: Sarah first; Rhu second; Aidan third; Abby forth.

Four Players: Two vs Two

The following additional rules apply when playing with four players with them organised into two teams of two.

Playing as a Team

  • Each player within a team maintains their own personal Command point pool, which their teammate cannot use.
  • Each player still has their own position in the turn order, as when playing a four player all vs all game.
  • A teammate’s models are not considered enemy models for any rules purposes.
  • A teammate’s models are not considered friendly models other than when determining if any enemy units they are within Engagement Range of can be selected as targets of ranged attacks made by models from your army.

Underdog Bonus

Each team adds up their combined points total and if one team’s total is at least 60 points less than the others, each player in the team with the lower points total gains 1 Command point.

Determining Entry Zones

Before the battle, when specified in the mission sequence, players will determine which Entry Zones they will use. All players roll off to determine the order in which they can select their Entry Zones and, starting with the winner, each player selects one set of Entry Zones to use in the battle that has not been selected by another player. If a player’s teammate has selected Player B’s blue Entry Zones, then they must select Player D’s green Entry Zones, and vice versa. Meanwhile, if a player’s teammate has selected Player A’s yellow Entry Zones, then they must select Player C’s red Entry Zones and vice versa.

Three Players: All vs All

The following additional rules apply when playing with three players where everyone is fighting against everyone else.

Underdog Bonus

It is possible for multiple players to gain an Underdog Bonus. If, when a player compares their points total to the player with the highest points total, the difference is less by at least 30, they will receive an Underdog Bonus as detailed in the mission they are playing.

Determining Entry Zones

Before the battle, when specified in the mission sequence, players will determine which Entry Zones they will use. All players roll off to determine the order in which they can select their Entry Zones and, starting with the winner, each player selects one set of Entry Zones to use in the battle that has not been selected by another player. The player who selects last can use both of the remaining sets of unselected Entry Zones during the battle. However they must select one set to count for the purpose of determining turn order (as shown in the diagram below) - the other set of Entry Zones will be ignored for the purpose of deciding their position within the turn order.

Shooting Phase

Each time a model from a player’s army targets an enemy unit with a ranged attack, if that unit is within Engagement Range of any other enemy units that are controlled by a different opposing player, subtract 1 from that attack’s hit roll and subtract 1 from that attack’s wound roll.

Two Players

The following rules apply when playing with two players.

Determining Entry Zones

Before the battle, when specified in the mission sequence, players will determine which Entry Zones they will use. Both players roll off and the winner selects either Player B’s blue and Player D’s green Entry Zones to use, or Player A’s yellow and Player C’s red Entry Zones to use. Their opponent uses the other Entry Zones.

Multiplayer-only Entry Zones: Any Entry Zones marked with this symbol are not used when playing with only two players.

3 Player Example

Rich, Polina and Colin all decide to play a multiplayer game of Boarding Actions. Each of them rolls one D6 to determine the order in which they will select which Entry Zones they will use. Polina rolls highest and selects the Entry Zones in the bottom left. Rich is next and chooses the ones in the top right. Colin is now able to use both of the remaining sets of Entry Zones, but he must choose one set to use for determining Turn Order. For this purpose, he chooses the ones in the top left.


When the mission sequence tells them to roll off to determine the turn order, this time it is Rich who rolls highest. As such, he will go first in the turn order and gains the first turn marker. Proceeding clockwise around the mission map results in the following turn order (remember only the top left Entry Zones are considered for Colins position in the turn order): Rich first; Polina second; Colin third.

MULTIPLAYER GAMES

A Boarding Actions Multiplayer battle is waged by following the sequence below.


1. Muster Boarding Patrol

The players must first select their Boarding Patrol, as described in Arks of Omen: Abaddon.

Players must then provide a copy of their army roster for their opponent to read through, at which point the players must check to see if any of them gain an Underdog Bonus, as described in the respective game type section above.

2. Determine Mission

Players determine which mission to play from the Boarding Actions missions presented on this page. This will determine the deployment map that the 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 to randomly select a mission.

When rolling to determine a mission, first roll one D6 to determine which table to use: on a 1-3, use the Alpha Missions table; on a 4-6, use the Omega Missions table. Then roll one D6 to determine which mission from that table to play.



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. Players should read and familiarise themselves with these before proceeding.

4. Create the Battlefield and Place Objective Markers

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 players are playing. Each mission will also specify which Hatchways start the mission open and which start the battle closed.

5. Form Boarding Squads

Each unit in a player’s 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 Each Player’s Entry Zones

Players then determine which Entry Zones they will each use, as described in the respective game type section above.

7. Assign First Turn Marker

Players determine who has the first turn marker.

8. Generate Starting Command Points

Each player starts with 1 Command point.

9. Deploy Armies

In turn order, players alternate setting up their units one at a time. Each player uses the Entry Zones from the mission map they selected. For each of those Entry Zones, 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 opponents continue deploying the remainder of their units, until either all players have set up one unit per Entry Zone, or all units have been deployed.

If more than one player has units with abilities that allow them to be set up after all armies have deployed, then after all other units have been set up, those players alternate setting up those units up in turn order.

10. 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 a player’s Strategic Reserves units has a rule that would allow them 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 Strategic Reserves units that have not arrived on the battlefield by the end of the fourth 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).

11. Resolve Pre-battle Abilities

In turn order, 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.

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 players 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.

Alpha Missions


Multiplayer Mission

Supply Run
 1

MISSION BRIEFING
A daring raid against an enemy transit terminal is a superb way to acquire valuable resources for your own war effort and deny them to the foe. Continued success in this kind of attack will draw more enemy warriors from the front lines to guard their rear, improving chances of victory in the wider war.

MISSION RULES
Time Locked: Locked Hatchways cannot be opened in the first battle round.

Extra Supplies: From the second battle round onwards, at the start of the battle round, each player rolls one D6 for each Supply Line objective marker they control: on a 4+, that player gains 1 Command point (to a maximum of 1 Command point gained per player, per battle round).

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

RAID THE SUPPLY LINE
Progressive Objective

Resources and weapons from all over the ship are transported via its principal internal transitway. To steal from this is to secure the best resources the vessel has aboard, all in one place.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control the most objective markers (if they tie with one or more other players for most objective markers controlled, they will still score the 5 victory points for this condition).
  • They control one or more Supply Line objective markers.
SELF-PRESERVATION
End Game Objective

A raid into enemy territory for supplies is a wasteful endeavour if terrible casualties are suffered and more resources are expended than taken.

At the end of the battle, each player works out the combined points total of all their surviving Boarding Squads. The player with the highest total scores 15 victory points (if multiple players are tied for the highest total, then they each score 15 victory points).

Multiplayer Mission

Dark Voices
 2

MISSION BRIEFING
Evil voices reach into the minds of unsuspecting warlords aboard every Ark of Omen, drawing these warriors and their forces to them, so they can watch the bloodshed when such warbands encounter each other. Any who try to resist are struck with painful mind-barbs, and thus are coerced to the voice’s source.

MISSION RULES
Killing Zone: From the second battle round onwards, at the end of the battle round, for each WARLORD that is not wholly within the Safe Zone for that battle round, roll one D6: on a 2-4, that unit suffers 1 mortal wound; on a 5+, that unit suffers 2 mortal wounds.

Underdog Bonus: If a player receives an Underdog bonus, in Turn Order, at the start of the battle that player’s WARLORD can make a Normal Move of up to 6".

OBJECTIVES

DEATHLY REWARDS
Progressive Objective

By surrendering to the voices and killing and destroying all in their path, warlords are rewarded in ways unique to them, with all the power of the most seductive stimms. For many of warriors so afflicted, adhering to the whims of the voices becomes more important than anything.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control the most objective markers of any player (if they tie with one or more other players for most objective markers controlled, they will still score the 5 victory points for this condition).
  • Their WARLORD unit destroyed at least one enemy model that turn.
BLOODY MURDER
Progressive Objective

Each warlord listens to the whispers in their minds, sweet words that promise rewards and renown if they slay the commanders of enemy forces.

Each time a model in a player’s army destroys an enemy WARLORD, that player scores 15 victory points. If a player’s WARLORD is destroyed by any other means (e.g. the Killing Zone rule), then all other players score 15 victory points.
THE VANQUISHER
End Game Objective

To be the final warlord alive is total proof of their superiority over the others who tried - and obviously failed - to please the voices.

At the end of the battle, each player scores 15VP if their WARLORD is not destroyed.

Multiplayer Mission

Double-crossed
 3

MISSION BRIEFING
An attempt at a truce between several forces has gone sour, all accusing the others of deceit. Now the negotiators of each are surrounded by warriors. They must reach their allies to ensure the enemy is punished for their treachery.

MISSION RULES
Scouts: Recon Entry Zones are ignored for the purposes of determining turn order.

Behind Enemy Lines: Before the battle, at the start of the Deploy Armies step, each player must set up on the battlefield one unit from their army that is trapped behind enemy lines. This is done before any other units from their army are set up. In turn order, each player selects one unit from their army to be set up within their Recon Entry Zone. When selecting a unit to be set up in a Recon Entry Zone, players cannot select their WARLORD. Once the first battle round has started, these Recon Entry Zones cannot be used again. Any units that start the battle within a Recon Entry Zone are known as Cornered units.

Committed: Cornered units cannot make use of any rules that allow them to be set back up on the battlefield if they are destroyed (although NECRONS models can still make use of the Reanimation Protocols rule), and cannot be removed from the battlefield unless they are destroyed.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

YIELD THEM NOTHING
Progressive Objective

No quarter will be given, it is kill or be killed, there is no time, space or desire on any forces part for any alternative.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
PUNISH THE LIARS
Progressive Objective

Each side sees their enemies’ negotiators as lying scum who breached the terms of the talks. For this treachery, they must die.

Each time a unit from a player’s army destroys an enemy Cornered unit, that player scores 30 victory points.
SURVIVAL IS VICTORY
Progressive Objective

Each force’s negotiators want to survive - not only out of desire to remain among the living, but to spite their deceitful foes.

Each player scores a number of victory points shown in the table below based on when their Cornered unit was destroyed.

SURVIVAL IS VICTORY
BATTLE ROUND THE CORNERED UNIT WAS DESTROYEDVICTORY POINTS EARNED
10
25
315
430
550
Unit was not destroyed75

Multiplayer Mission

Failing Systems
 4

MISSION BRIEFING
Relentless void battle has hammered the ships infrastructure and communications banks. Multiple terminals are failing, and essential data is being re-routed intermittently through alternate relays. By securing these systems, warriors can seize valuable data.

MISSION RULES
Erratic Relays: From the second battle round onwards, at the start of the battle round, the player with the first turn:
  • Rolls one D6: Until the end of the battle round, the objective marker corresponding to that number is considered the Prime objective marker.
  • Rolls another D6: If this is the same as the Prime objective marker, re-roll until you get a different result. Until the end of the battle round, the objective marker corresponding to that number goes inert. While an objective marker is inert it cannot be controlled and players cannot score victory points from it.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

HOLD THE TERMINALS
End Game Objective

Enemy ships are hives of data and intelligence. Securing this information can be more valuable to a war effort than destroying vessels outright.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control the Prime objective marker.
FINAL DATA TRANSMISSION
End Game Objective

As the ship suffers more and more damage, there is a critical power drain. One final data burst is sent through a handful of terminals, and forces fight to harvest intelligence from them.

At the end of the battle, the player that had the first turn rolls three D6s, re-rolling any duplicates until each dice result is unique: for each of these dice, if a player controls the corresponding objective marker, that player scores 10 victory points.

Multiplayer Mission

Resource Depot
 5

MISSION BRIEFING
A determined effort against a major enemy supply depot can be a great boon for an army. Of course, such an assault will be resisted greatly, and both sides will commit considerable forces to ensure their side achieves victory.

MISSION RULES
Determined Attack: Any units can perform the Secure Site action (see Arks of Omen: Abaddon), not just those with the Objective Secured ability.

Renewed Efforts: From the second battle round onwards, at the start of the battle round, the player with the lowest number of victory points gains 1 Command point (if multiple players are tied for the lowest number of victory points, they each gain 1 Command point).

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

DESPERATE EFFORTS
Progressive Objective

The vast quantities of supplies here are immensely valuable. All forces will go to extreme lengths to take them, or win them back from their foes.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control one or more objective markers that are not within the battlefield half that contains their Entry Zones.
  • They control the most objective markers of any player (if they tie with one or more other players for most objective markers controlled, they will still score the 5 victory points for this condition).
SELF-PRESERVATION
End Game Objective

A raid into enemy territory for supplies is a wasteful endeavour if terrible casualties are suffered and more resources are expended than taken.

At the end of the battle, each player works out the combined points total of all their surviving Boarding Squads. The player with the highest total scores 15 victory points (if multiple players are tied for the highest total, then they each score 15 victory points).

Multiplayer Mission

Caustic Flood
 6

MISSION BRIEFING
All over this sector of the ship, chemical vats and reactors are leaking fluids so corrosive they can maim and kill. Only a small area isn’t being flooded, and rival forces must fight tooth or nail to occupy this - relatively - safe zone.

MISSION RULES
Hazardous Chemicals: At the end of the battle round, the player that had the first turn rolls one D6 for each objective marker: on a 1, that objective marker suffers a major leak and each unit within range of it suffers 2 mortal wounds; on a 2-3, that objective marker suffers a minor leak and each unit within range of it suffers 1 mortal wound.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

YIELD THEM NOTHING
Progressive Objective

No quarter will be given, it is kill or be killed, there is no time, space or desire on any forces part for any alternative.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
PUSH FORWARD OR DIE
Progressive Objective

If any warriors are to stand any chance of avoiding the deepening flood of hazardous materials, they will have to fight tooth and nail for the areas of the deck that remain clear.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 10 victory points if they have one or more units within any Core Zones.
DOMINATE THE SAFE ZONE
End Game Objective

As the acerbic fluids lap the walls ever higher, to lose this battle is to die. Death at the hands of the enemy is preferable to falling into the chem floods and having one’s flesh melted away to nothing.

At the end of the battle, the player with the Boarding Squad that has the highest points total among those within the Core Zones scores 15 victory points (if multiple players are tied for the highest total, then they each score 15 victory points).

Omega Missions


Multiplayer Mission

Blood Vendetta
 1

MISSION BRIEFING
Ancient hatreds come to the fore as bitter enemies encounter each other aboard the ship. As each moves to crush their most maligned foe, they pursued by another who is determined to destroy them. Every forces must fight not only to finally kill those they detest, but for their own survival.

MISSION RULES
Nemeses: At the start of the first battle round, after the turn order has been determined, each player must establish who their nemesis will be for the battle:
  • For the player with the first turn, their nemesis will be the player with the last turn.
  • For each other player, their nemesis will be the player preceding them in the turn order.

Underdog Bonus: If a player receives an Underdog bonus, in turn order, at the start of the battle that player can select one unit from their army to make a Normal Move of up to 6".

OBJECTIVES

YIELD THEM NOTHING
Progressive Objective

No quarter will be given, it is kill or be killed, there is no time, space or desire on any force’s part for any alternative.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
MAY THEIR BLOOD FLOW IN RIVERS
End Game Objective

The hatred between the forces runs so deep only the annihilation of the enemy will satisfy them.

At the start of the battle, each player starts a Nemesis tally. During the battle, each time a unit from a player’s army destroys a unit from their nemesis’ army, that player adds the points total of that unit to this tally.

At the end of the battle, each player scores the number of victory points shown in the table below based on the value of their Nemesis tally.

MAY THEIR BLOOD FLOW IN RIVERS
NEMESIS TALLYVICTORY POINTS EARNED
0-990
100-19910
200-29920
300-39935
400-50050
SURVIVAL INSTINCT
End Game Objective

If the hated foe can be slain and yet the victor’s army remain strong, the victory is all the better.

At the end of the battle, the player with the Boarding Squad that has the highest points total scores 15 victory points (if multiple players are tied for the highest total, then they each score 15 victory points).

Multiplayer Mission

Oscillating Power
 2

MISSION BRIEFING
A number of forces desperately low on supplies converge upon a derelict vessel. The ship has a number of functioning power cells that they seek to drain into their own storage systems. Thanks to damaged containment units and stabilisers caused by the ship’s gradual decay, these fuel cells cause power throughout the ship to fluctuate, sometimes wildly.

MISSION RULES
Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

YIELD THEM NOTHING
Progressive Objective

No quarter will be given, it is kill or be killed, there is no time, space or desire on any force’s part for any alternative.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
OSCILLATING POWER BANKS
Progressive Objective

As power fluctuates in different zones, at times varying fuel cells will be the optimum targets for the warring forces to drain. The bitterest fighting is found at these sites.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 10 victory points if they control any of the objective markers that are the Prime objective markers for that battle round (see the table below).

OSCILLATING POWER BANKS
BATTLE ROUNDPRIME OBJECTIVE MARKERS
2Alpha
3Delta
4Alpha
5Omega
STORED RESERVES
End Game Objective

The central fuel cell possesses reserves of energy that ensure power spikes within it much more frequently.

At the end of the battle, if a player controls the Delta objective marker, they score 15 victory points.

Multiplayer Mission

Merciless Slaughter
 3

MISSION BRIEFING
The battle has become a horrific meat grinder, nuanced strategy and tactics have fallen by the wayside, each army determined to secure victory through the others utter destruction. Each force is unheeding of their own losses, throwing more and more warriors into the fray until their enemies are wiped out.

MISSION RULES
Reinforce the Area: In each player’s Movement phase, at the start of the Reinforcement step, they can select one Boarding Squad from their army (excluding their WARLORD) that is destroyed and place it into Strategic Reserves with all of its models having their full wounds remaining.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

UTTER ERADICATION
Progressive Objective

Only the total destruction of the foe will satisfy the fighting forces and their high command.

Each time a unit from a player’s army destroys a Boarding Squad, that player scores 5 victory points.
EVERY BLOODY INCH
Progressive Objective

Each force is looking to gain total dominance over every corner of this region of the ship. There can be no compromise.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control two or more objective markers.
  • They control the objective marker in the centre of the battlefield.
DOMINION
End Game Objective

The victor will be the force that claims the most territory.

At the end of the battle, each player scores 5 victory points for each objective marker they control.

Multiplayer Mission

Unreal Pressure
 4

MISSION BRIEFING
Servitor weapon-upgrade stations fill a pressure chamber with security systems that can turn each to vacuum. As forces race to enhance their weaponry, others fight for control of security zones with mechanisms that can pull the air out of the upgrade stations to cause terrible harm to the warriors inside.

MISSION RULES
Time Locked: Locked Hatchways cannot be opened until the third battle round.

Upgrades: At the end of a player’s Command phase, for each unit from their army that has every model within an Upgrade Terminal Zone that has not already been used, that player can use it. If they do so, they can select one weapon name and then one of the upgrades below to apply to it. Until the end of the battle, that upgrade is applied to each instance of that weapon that models in that unit are equipped with. A weapon can gain multiple upgrades over the course of the battle, but cannot have the same upgrade more than once. Each Upgrade Terminal Zone can only be used once.
  • Improved Mechanisms: Add 2 to the Strength characteristic of the weapon.
  • Grapnel Attachments: Add 2" to the Movement characteristic of the bearer (this only applies to each model once, regardless of how many instances of this weapon they are equipped with).
  • Armour Shredders: Improve the Armour Penetration characteristic of the weapon by 1.
  • High Explosive: Add 1 to the Damage characteristic of the weapon.

Crushing Pressure: At the end of the battle round, in turn order, for each Pressure Switch Zone, if a player has the most models within that Zone, they can choose to turn it on. Afterwards, if any players chose to do so, roll one D6 for each unit within the pressure chamber: on a 1, that unit suffers 4 mortal wounds; on a 2-3, that unit suffers 3 mortal wounds; and on a 4-5, that unit suffers 2 mortal wounds.

Underdog Bonus: At the start of the first battle round, in turn order, if a player receives an Underdog bonus, they can open one Hatchway on the battlefield (excluding Locked Hatchways).

OBJECTIVES

SEIZE THE CHAMBER
Progressive Objective

By controlling points surrounding and within the chamber, a force can better make use of the upgrade stations and deny their foes access to the security terminals.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control the Prime objective marker.
UTTER ERADICATION
Progressive Objective

Only the total destruction of the foe will satisfy the fighting forces and their high command.

Each time a unit from a player’s army destroys an enemy unit, that player scores 5 victory points (note that if a unit is destroyed as the result of the Crushing Ceiling rule, it does not count towards this objective).
WEAPONS ENHANCED
End Game Objective

Those with upgraded weapons will contribute much more to their force’s war effort in the battles to come.

At the end of the battle, for each player that has one or more units from their army on the battlefield that have one or more upgrades from within the pressure chamber, that player scores 15 victory points.

Multiplayer Mission

Burning Vents
 5

MISSION BRIEFING
Warring forces find themselves engaged in the two venting ducts beneath a vast main reactor. Blasts of heat spear through the vents, searing unfortunate souls caught in them. Within the vents themselves are a mobile shutdown nodes - those warriors who control these can protect themselves... and target their foes.

MISSION RULES
Systems Venting: At the end of the battle round, the player with the first turn rolls one D6: on a 1-3, the primary reactors vent and each unit that is within the corresponding Zones marked on the map is burned; on a 4-6, the overflow systems vent and each unit within the corresponding Zones marked on the map is burned. When a unit is burned, roll one D6: if the result is less than the highest Toughness characteristic of that unit, it suffers 1 mortal wound; otherwise, it suffers 2 mortal wounds.

Seize the Node: Each time a unit from a player’s army is selected to make a Normal Move or Fall Back, if it is within range of a Shutdown Node objective marker which is controlled by that player, then they can take the node with them. That player can move that objective marker up to 6" as if it was a model in that unit. A unit cannot move more than one objective marker in a turn and each objective marker cannot be moved more than once per turn. The objective marker must end that move within 1" of that unit, wholly within Venting Zones, and not on top of another objective marker, another model or its base.

Underdog Bonus: If a player receives an Underdog bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

TOTAL CONTROL
Progressive Objective

The whole area may be a deathtrap, but it still must be controlled and denied to the enemy.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control one or more objective markers (excluding Shutdown Node objective markers).
  • They control two or more objective markers (excluding Shutdown Node objective markers).
  • They control one or more Shutdown Node objective markers.
  • They control both Shutdown Node objective markers.
MASTER THE REACTOR
End Game Objective

The difference between life and death - for friend and foe - depends on who controls the shutdown nodes.

At the end of the battle, each player scores 15 victory points for each Shutdown Node objective marker they control.

Multiplayer Mission

Chaotic Hunt
 6

MISSION BRIEFING
Forces locked in desperate battle seek to destroy select targets - warriors deemed a great threat or who have given grievous insult in the past. With a number of warp rifts in this zone of the ship, the battle is turned to pandemonium as troops appear and disappear seemingly at random on their hunt for their quarry.

MISSION RULES
Priority Targets: At the start of the second battle round, each player randomly determines one unit from their army that is on the battlefield to be a priority target (see the Headhunters objective). If that unit is removed from the battlefield for any reason other than the Warp Rift rule, that player randomly determines a new unit from their army that is on the battlefield to be a priority target.

Warp Rifts: In the Movement phase, each time a unit ends a move or Remains Stationary, if that unit is within a Warp Rift Zone that has not been used as a Destination Zone this battle round, that unit must travel through it. If it does so, select one other Warp Rift Zone that also has not been used as a Destination Zone this battle round to be the Destination Zone for that unit.

That unit is then removed from the battlefield and set back up with each model within the Destination Zone. This can allow a unit to be set 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 will count as having made a charge move this turn.

OBJECTIVES

HEADHUNTERS
Progressive Objective

A force will win much honour, and aid the cause of their faction greatly, every time they destroy a foe marked for death.

Each time a model destroys a priority target unit from an opponent’s army, that model’s controlling player scores 15 victory points.

If a priority target unit in a player’s army is destroyed for any other reason, all other players score 15 victory points.

Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Entry Zones
In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your Boarding Patrol 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.

You cannot set up a unit within an Entry Zone if any other unit is in that Entry Zone. However, when setting up a unit at the start of the battle, you can set up your WARLORD alongside that unit as if it was a part of it, using the same 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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
COUNTER-OFFENSIVE2CP
Boarding Action – Strategic Ploy Stratagem

During a boarding action, warriors must be ready for foes to spring upon them from any angle without the slightest warning. For those who stay sufficiently alert, however, the tangled confines and plentiful hazards of shipboard conflict may slow their enemies' charge enough to allow a chance to drive them back.

Use this Stratagem after an enemy unit has fought in this turn. Select one of your eligible units and fight with it next.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • 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 one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.
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.
Operate Hatchway
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 they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

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 neither of those units count as having made a charge move this turn.


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 following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Reanimation Protocols

Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witchlights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.

Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.

Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
  • Is added back to its unit with its full wounds remaining.
  • Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.
  • Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
  • No longer counts as having been destroyed for the purposes of Morale tests this turn.
You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.

Example: In the Shooting phase, an enemy unit targets and makes its attacks against a 5-strong unit of Lychguard, destroying 3 models and leaving another with only one wound left. The Lychguard units reanimation protocols are enacted, and you now make Reanimation Protocol rolls for it. Each Lychguard has a Wounds characteristic of 2, so you would roll a total of six D6s. If you rolled 1, 3, 4, 5, 5 and 6, you would put three dice into a pool. This pool contains enough dice to Reanimate one of the destroyed models, and so it is set back up on the battlefield. After that model has been Reanimated, there is only one dice remaining in your pool. This is not enough to Reanimate another reassembling Lychguard model, as it is less than the models Wounds characteristic; this dice is therefore discarded.
Secure Site
One or more units from your army with the Objective Secured ability can start to perform this action at the end of the Move Units step of your Movement phase, if they are within range of an objective marker that has no enemy models within range of it. Each unit performing this action must be within range of a different objective marker. The action is completed at the start of your next Command phase, provided the unit performing it is still within range of that objective marker. If completed, that objective marker remains under your control until the end of the battle, unless your opponent controls it at the end of any subsequent phase, even if there are no models from your army within range of it.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

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