Boarding Action Rules
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Boarding Action Rules
i figured i'd post these so people can memorize how the games are set up and how the rules affect the board.
Boarding Action Setup:
Special Rules:
Cold Void:
Strategems:
Game Types:
At the beginning of each game turn, each player rolls a D6, and the total is added together, causing one of the following results:
2-4 - Hull Quake
5-7 - Power Surge
8 - Nothing Happens
9-11 - Wildfire!
12 - Structural Collapse
Hull Quake: for this turn, all clear terrain is now Difficult Terrain. all Difficult Terrain is both Difficult & Dangerous Terrain.
Power Surge: Night Fighting is now in effect. if it already was, it is now gone. Also, if the defender placed any Bulkhead & Airlock Doors, roll a D6 for each door. on a 5+, the door will open or shut on its own.
Wildfire!: A series of explosions occur across the table. Divide the board as shown. Roll 1+D6 to see how many explosions occur in total. For each explosion, roll a D6 to find the starting point (see diagram for locations). then roll 3D6 scatter dice to see where each occurs, measuring from the centre of each section. Place a 5" Blast where each lands. Any unit or model caught in the blast suffers a Str 5 AP 5 Pinning attack.
Structural Collapse:
Roll a D6 and refer to the diagram to see what quarter of the map is affected. if a 5 or 6 is rolled, the entire board is affected.
All models that have a Toughness value suffer an instant Str 4 Rending hit.
All models with an Armor Value suffer a glancing hit on a 4+, Including special terrain strategems.
Cold Void is now in effect if it wasn't already.
Boarding Action Setup:
- Setup a 4x4' table with rooms and corridors
- decide who will be the attacker and defender by either mutual agreement, or D6 roll; victor chooses.
- players divide their forces roughly in half based on the number of units they take. one half is your beginning spearhead, the other half is your reserves.
- Decide which Strategems shall be taken before deploying forces and choosing the mission type to be played.
- roll a D6 to see who gets to deploy first. the winner gets to pick which quadrant he deploys in, staying 6" away from the center-point of the board.
- once deployed, the 2nd player rolls a D6. on a 4+, they may deploy in any of the other 3 quadrants. on a 1-3, they must deploy in the opposite quadrant of the 1st player.
- reserves arrive normally, entering play from either of the 2 table edges that make up your deployment quadrant.
- either mutually agree, or roll a D6 to determine game type to be played: 1-2, Search & Destroy, 3-4, Capture the Flag, 5-6, Sabotage.
- Before any moves are made, each player rolls a D6 and adds the total together; on a 7+, Cold Void is in effect. on 6-, Night Fighting is in effect until a power surge occurs.
Special Rules:
- Reserves, Scouts, and Infiltrators play as normal.
- Only units that can Teleport or materialize from The Warp may use Deep Strike rules.
- Barrage Weapons cannot indirect-fire.
- Bikes, Artillery, and Walkers treat all Difficult Terrain as Difficult & Dangerous Terrain.
- Units that Turbo Boost must make a Dangerous Terrain test regardless of terrain type they cover
- Jump Infantry that move more than 6" in the Move phase must take a Dangerous Terrain Test.
- All Troop and Elite units are scoring, and may claim an objective by being within 6" of it. Units may not claim more than 1 objective at a time.
- Games are 5 turns long. after turn 5, roll a D6. on a 4+, play turn 6. after turn 6, the game ends.
- The board is made of tight corridors and rooms; if a shooting model does not have line of sight from his center of mass to that of his target's center of mass, he does not have line of sight. this includes psychic powers and such, like Lash.
Cold Void:
- All shooting attacks of str 4 or higher now Rend, unless the target has Void Hardened Armor, Artificer Armor, Terminator Armor, or an Armor Value.
- If fighting a mixed unit that has different armor types, all Rending rolls must be applied to the models that do Not fall under one of the aforementioned Armours first.
- Any weapons that had Rending to begin with (i.e., Assault Cannons), now rend on a 5+.
- Any Blast Weapons now also cause Pinning.
Strategems:
- players may take 1 + another 1 for every 500pts their roster limit is for the game (i.e. 1000pt game = 3 Strategem Points).
- Decide which shall be taken before deploying forces and choosing the mission type to be played.
- Unless specified in its description, a strategem can only be taken once.
- Players must declare what strategems they have taken when indicated in the description on that strategem. in some cases this is at the start of your first turn, others when you activate it.
- If taking Void Hardened Armour, declare so, and on what units, before the first turn moves are made.
Game Types:
- Search & Destroy: Kill points are used to determine the winner; you earn 1 KP for each unit, Independent Character, and Walker you destroy fully.
- Capture the Flag: the defender gets 3 objectives to place; one in his deployment zone, and 1 in each of the 2 unoccupied zones. they must be at least 6" from the Table Edge, 6" from the center of the board, and not placed on impassable terrain (i.e. in the "walls" of a corridor or room). if the attacker holds more objectives than the defender at the end, they win. If any other result occurs, the defender wins.
- Sabotage: The Defender places 2+D3 markers on the table, at least 6" from the table edge, and 12" from one another. The Attacker must destroy these in order to win. They are AV11 and auto-destroy on any glancing/penetrating hit rolled. These count as having a 4+ Invul save against shooting attacks. They cannot be affected by events on the Ship Damage Table that's rolled for at the top of every turn. The attacker wins if they destroy the majority (i.e. 2 of 3, 3 of 4, or 3 of 5). If tied, (i.e. 2 of 2), then fall back on Kill points to determine winner.(see search and destroy to see how many points each item is worth)
At the beginning of each game turn, each player rolls a D6, and the total is added together, causing one of the following results:
2-4 - Hull Quake
5-7 - Power Surge
8 - Nothing Happens
9-11 - Wildfire!
12 - Structural Collapse
Hull Quake: for this turn, all clear terrain is now Difficult Terrain. all Difficult Terrain is both Difficult & Dangerous Terrain.
Power Surge: Night Fighting is now in effect. if it already was, it is now gone. Also, if the defender placed any Bulkhead & Airlock Doors, roll a D6 for each door. on a 5+, the door will open or shut on its own.
Wildfire!: A series of explosions occur across the table. Divide the board as shown. Roll 1+D6 to see how many explosions occur in total. For each explosion, roll a D6 to find the starting point (see diagram for locations). then roll 3D6 scatter dice to see where each occurs, measuring from the centre of each section. Place a 5" Blast where each lands. Any unit or model caught in the blast suffers a Str 5 AP 5 Pinning attack.
Structural Collapse:
Roll a D6 and refer to the diagram to see what quarter of the map is affected. if a 5 or 6 is rolled, the entire board is affected.
All models that have a Toughness value suffer an instant Str 4 Rending hit.
All models with an Armor Value suffer a glancing hit on a 4+, Including special terrain strategems.
Cold Void is now in effect if it wasn't already.
Last edited by dusktiger on Tue Sep 20, 2011 8:03 am; edited 1 time in total
Re: Boarding Action Rules
bump. You guys will need to learn these rules for the sept 12-oct 9th games if you want to play this scenario
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