You are on page 1of 30

BOARDING ACTION RU:

In this section you will find a number of additiona or amendments to th Warhammer


40,000 that are used when fighting Boarding es

BATTLE-FORGED CP BONUS
AND STRATAGEMS
Ty:

ber
2) Ves
SUT ay 7

The rules and missions presented in this book can be used


to play battles with your Crusade force in the normal
way ~ your units still have all of their Battle Honours,
Battle Scars and other upgrades as they would in any other
Fen ace g ee eee ee ote econ cane
PS
oe vac uer eos etc re etre

Ces Ei ere cones soto”


because narratively they do not fit with the environment.
Moab or ens een eaten eet eet
SE rn eee ee Coe eee ere ee
eee Sei Ee SiS enone Cel ya
Model A and Model B are S” apart, as the Wall cannotbe measured
through (indicated by the dashed red line).
‘© Both Madels Band Care within Engagement Range of Model A,
as the shortest distance between them passes through an open
Hatchway and they are within 7" of one anothes
© However, Modei ) is not within 2” of Model A and so these two are
rot within Engagement
Range.
aC)
DELL

LCT ae

if you think
Rion, cerpse-wershippers. Flee my talons. Hide,
coud turns.
that yeu coon, Se many shadows. Se marry nce
jArcwed whic smer wil yeu meet me, uenly, tra
by my glowing 6, reed by my Heedied clas? Fle from
pert. T he hunt has begnon, and yeu
are
me. Let me have my
ht hut prey
Lords champion
= Kreyvar Shrann, Night

Model A and Model B are S” aparast,the Hatchway


ough (indicat s0 c=" dashed
be measuredthethrrigh
and so r,canthenotHat ed by the |
howeve chway on tis open and
os
VISIBILITY
tT Ts)
SLT)

ALLOCATING ATTACKS

fr iok

BENEFITS OF COVER

CT TSH)

Light Cover or Dense Cover.

WEAPONS THAT CAN BE FIRED EVEN


IF THE TARGET IS NOT VISIBLE
Many weapons, such as mortars, ca get and resolve attacks at
units that are not visible to the fi del. In Boarding Actions
you can never make use of such r the target must always be
visible to the firing model

58
Pree y eel
1 Aby
wil receive the
cover against

* eesee Model D,
l l id not
deD wou
ve the benefitsof
y

cover.
* Model B cannot see Model Aas itis not poss
passing through eithera Wall ora closedH iblews drawaline fom Mode Bs base to Model As base wanout
* Model B can see Model Cas such aline can
be Grawn through an open Hatchway,

Visibility through models in different units

* Models B, C and D are all


from the same unit.
+ When Model D's unit
isselected to shoot,
Model D cannot make
any ranged attacks
against Model A, as it
isnot possible to draw
aline between their
bases without itpassing
through Models B or C.
* However, when Model ? >
Ais selected to shoot, E ;
l eee
because Models B and ;
Care part of the same
Unit as Model D, Model
Dis consideredvisible
forthe Purposes
of
allocating. attacks
to it,
Model Dis fully
'oModel A, and visible
so Model
Owould not receive
benefits of, cover.the
from anote dere unit, del unit asitisnot possible to
+ Models 8 and Care rom one un. dake wy ee s‘Bor C, which are not partof Model's uni.
+ When Model Aisselectedsrbae 10 shootwithoutit ig trough Models
eebase
draw a line betwtheir ns
MOVEMENT AND CHARGING
OPEN HATCHWAYS

HEROIC INTER\ INS


SLUT hy] BT 7T:)

OBJECTIVE MARKERS
PILE-IN AND
CONSOLIDATION MOVES
SECURE

SNOILIV gniauvoa
subseque f there are no mode

SET OVERWATCH
Oneor more units from your army
action a he end of the Move
se. The act s com
c eted, until the
E
is said to have Set Overwatch.
on the battlefield or ends a Ne
Fall Back move, a charge move, or opens a Ha
your army that have Set Overwatch can
enemy unit

Overwatch is resolved like a norr oot


models can only target the enemy unit that
moving. and an unmodified hit roll of 6 is always req
a successful hit roll, irrespective
of the firin nodel’s Ballis
Skill or any modifiers. A unit cannot fire Over while
enemy units within Engagement R; ge of it unless it is
firing Overwatch at an enemy unit that has just fi nished mal
a charge move within Engagement Range of it. In this cas
can do so even if other friendly units are within E ngagem
Range of the same enemy unit, and it can do so w ‘ith any
ranged weapon it is equipped with (excluding we: pons with the
Blast ability)

After a unit has fired Overwatch, it must complete the Set


Overwatch action again before it can fire Overwatch again.
Pek cy
Co
Hold Steady
Some rules will allow a unit to Hold Steady. Ifa model
Model A
makes an Overwatch attack while its unit is under the
Se Re OE
Eco aul Recor w ia

SET TO DEFEND
One or more units from your army can start to perform this
action at the end of the Move Units step of yout Movement
Phase, The action is completed at the end of your turn. If
unit
Completed, until the end of your opponent's next turn, that each
is said to have Set to Defend. While a unit is Sett © Defend,
time a model in that unit makes dd 1 to that
a melee attack, a
attack’s hit roll,
BOARDING ACTION
STRATAGEMS
the Boarding Action

Ea DSSS sin uy
SNOILOY ONIgUyog

ding Action - Boarding Actio


Strategic Ploy Stratagem Epic Deed Stratagem
on W s must To commit to battle within the
m from claustropho' ridors and gothic
arning. chambers 0) ‘oid ship necessitates near-
suicidal courage, or else sufficient fear of
plentiful the consequences of refusal. To stand their
slow ground inst impossible odds during
ha ight requires warriors to exhibit q
ki of single-minded madness

Use this Stratagem before you take a


Morale test for a unit from your army.
That test is automatically passed. You can
only use this Stratagem once.
WARLORD
Boarding

er)
SUPERIOR BOARDING TACTICS

Oe
force

pefore th bat he GenerateSi


ep, you start with 2 additional Cc

Sry
CLOSE-QUARTERS KILLER

prowess

Each time the bearer mak:


wound roll

DEFENSIVE LINCHPIN (AURA)


This leader is expe ih

h
pun

While a friendly unit is within 6" of the


model in that unit fires Overwatch, its un
(pg 61).
MUSTERING A
RINGA c
4
BOARD

haw
), follow the
ster a ho
i gam e, unaiwill need to mu surposes.
y a Boa rdi ng Action rged art
In order to pla be a Battle fo
sequence be l AoBoaw .ng Patrol is considere {to
rdi
han 5, you can only include
) [a]

Boardin , Patrol if it is a minimum


4. START YOUR ARMY ROSTER
bd Te) he) Bea) Uta}

"hacia our
that unitinfede
you
ol must t be recore Jed on an
The detailsof your Boarding Patr
paper or recorded that unit asa
mi

army roster; this can tbe: written


ten onoO a pipiece of
sy sheets from Heald ‘¢ minimum tin § size is 5, you can include
can download blank army roste
seaminimum i nit, or if it can includeng Strength of models,
ate sizec additional
smmunity:com. Start by writing down y jour name,
vitally, You
that
1
warhammer
an s
s the Starti
then you can doJo soso. asas long as
d the name of your army \ Boarding Patrol army alway
unit is 10.
contains single Boardir Patrol Detachment (see below) and Strength of more
es
s to it, as
to add
spend on unit Yi fou ca innot include a unit with a Starting
then have
you willil then pc
have 500500 poito nts
than 10 models
described below
‘ou ce cannot include any Understrength units in your
You
Boarding Patrol ; 4
BOARDING PATROL DETACHMENT selec Options and Deduct Points: If that unit has access to
any other upgrades or options, you can use them now. na
TH TROOPS ELITES down the number of models in the unit, any weapons an
wargear they have, and the unit’ points cost on your army
| 0 +3 roster, Subtract the unit's total points from your total. If you

a as
do not have enough points left, you cannot add that unit to
that Detachment. :
Select Psychic Powers: If the Detachment contains one or
more PSYKER units that you must select the powers for, do so
now. Write down your selections on your army roster.
Select Other Rules: If one or more units in the Detachment
have any rules that must, or can be, selected or generated
before the battle, you must do so now (e.g. Litanies of Battle,
i Powers of the C’tan, Prayers to the Dark Gods, etc.).
2. SELECT FACTION
Select one Faction keyword that is not IMPERIUM, CHAOS, AELDARI
! or TwRanips. You cannot include a unit in your Boarding Patrol
Soret eC
ss it has this Faction keyword, Your choice of Faction may SB era
La. auraee aan ean aT
intr: oduce additional rules, restrictions or exceptions that apply randomly determine these rules then
write
See ee
players have determined their aga age
when mustering a Boarding Patrol. eee
Your opponent to determin
mission, rollCaaf
3. SELECT SUB-FACTION RULES e what those rules are.
Select all sub faction rules for your Boarding Patrol (ifany)
and write down your choices on
selecting sub-faction key; words (i,yourthosarmy roster; ‘This includes 5 . SELECT WARLORD AND
bra and any rules that are determin
e presented in angular Select one model in y ENHANCEMENT
ed by your choice of our army to be your WARLORD,
sub-fay ‘tion (¢.g. Detachment abilities, like must be a model wit This
Chapter ‘Tactics, h the CHARACTER keyword (if
Obsessions, Regimental Doctrine includes any), If you your army
te,), r army includes no CHaRacte
WARLORD must be r mode
4. SELECT UNITS unit champion model (if your army ls, your
any), Your Waru
ORD gains the WARLORD includes
For each by shown on that De Lac WARLORD is a CHAR keyword. If your
one unit with the required B hment, you can select ACTER model (excluding
attlefield Role and they gain the Sup named characters)
that Detac hment. You
must include at Jeast
add it to
one unit in this
you wish, you erior Bo. arding Tactics Enhancement (pg 63). If
Detachmeen
nt. F ‘ach Elites unit in Enhancement
N replace this with a different
this Detach
achmey
ment must ofaaa choice, Boarding Action
Warlord 'Yy ne You cannot select any other
* Select Unit: Unless the Boardi ees for any models in your Boarding Patro
Faction say otherwise you ng Action rules for your chosen
cannot include any mo
6, DETERMINE POINT S TOTA
l,

"Must list the combL


Boarding Action army dels in q Your AIMy roste
that have apy Of the
MONSTER, VEHICLE, Jum
p PACK, Cai
following keywordg: Unitin your
army, ined point value
of every
Patrol Detac

fs 64
BOARDING ACTION GAME:
A Boarding Action game is waged by following the sequence below.

1, MUSTER BOARDING PATROL 4. CREATE THE BATTLEFIELD AND


Boarding PLACE OBJECTIVE MARKERS
Tt ay:

Players now create the battlefield and set


copy of their army roster up terrain features. Missions are played on
»ppone h. Th, when Boarding Action battlefields and the position of
m™) re their points total, one player's all terrain features ~ Walls and Hatchways ~ and
least 30 vints less than their opponent’, objective markers that must be placed on the
then the player with the smaller ints total battlefield will be shown on the deployment
is the Underdog, and they may receive an map of the mission players are playing, Each
Underdog Bonus as detailed in the mission they mission will also specify which Hatchways
a

aying, start the mission open and which start the


mission closed.
2. DETERMINE MISSION
Players determine which mission will be 5. FORM BOARDING SQUADS
1 battle; they can choose from the Each unit in a player's Boarding Patrol that has
Action missions in this book, or a Starting Strength of 10 must now be split into
y other publications, This will two units, each containing 5 models, When
ine the deployment map that players use, splitting a unit, players should make a note of
the specific mission briefing. Players which models form each of the two new units,
From this point onwards, these split units count
as independent units for all rules purposes,
randomly select a mission using the table below.
To roll a D3 , roll two D3s one after the other; 6. DETERMINE ATTACKER
the first dice result determines the 'tens' and the AND DEFENDER
second determines
the ‘units’. For example, if Players roll off and the winner decides who will
the first result is a 2 and the second is a 1, then be the Attacker and who will be the Defender,
the D33 result is a 21. ‘The Attacker’s and Defender's Entry Zones are
labelled on the deployment map.
2. GENERATE STARTING
COMMAND POINTS
Each player starts with 1 Command point.
Access Junction Primus (pg 70)
[2 Deck Sweepers (pg 72) _ 8. DEPLOY ARMIES
13 The Pipeline (pg 74) Players alternate setting up their units one at a
time, starting with the Defender. For each ofa
player's Entry Zones (as shown in the mission
map), that player sets up one unit within that
Entry Zone,

Control Centre (pg 82) Ifa unit has a pre-battle rule that allows it to
be set up anywhere on the battlefield, that unit
is instead set up wholly within 6" of its Entry
33 RadLeak (pg86) Zone. That Entry Zone is then considered to
have had a unit set up within it, and cannot haye
another unit set up within it before the start
3. READ MISSION BRIEFING of the battle, If one player finishes deploying
Each mission has a mission briefing that will all their units, their opponent then deploys
detail the aims of the battle. Each mission the remainder of their units, until either both
will also list one or more additional mission players have set up one unit per Entry Zone, or
rules that will apply for the duration of the all units have been deployed,
battle, and a series of primary objectives that
award victory points to players, Players should If both players have units with abilities that
read and familiarise themselves with these allow them to be set up after both armies have
before proceeding. deployed, players must roll off after all other
units have been set up and alternate setting up
these units, starting with the winner,
VE
10. DE TERMINE Finer +
JRN

11. RESO; VE PRE-Bary

>
@

"I
12. BEGIN THE Batty ¢
os
Pa
4}
aa
Ss4
is
Pa
o
ae
7
of being set up within an Ex
the ba
fur instead 4
Zone. Any Strategic Reserves units that ce
not arrivedon the battlefield by the enc
the fourth battle round count as having been
destroyed (this does
apply to unit
placed into Strategic Reserves, after the first
battle round has started)

ENTRY ZONES victory


UC ay eae YEN Com Ea model in a pl:
OM KS ey anCaie zene sk Ready stan
Entry Zones. Each time a unit from your 10 vic po
ie CO eRe Oe ea ea) total score out of
wholly within one of your Entry Zones. If
PAM ES Ae AUTEN oT
CATE SOC OMe a ecm ue td MISSION OBJECTIVES
OAM R ie RTT tga Anis PT a tate Rad
as possible. POU eect
By
OST a Ema ee cita PRO re
ae TE Rome SMUT eon tag Mt recs
COS OTR ta ene battle (exactly when is detailed on the
TORT Ty mtd tte pment oe Celttg Ren eee ec
ETE acute tatr ed Weer cogs ws
Sy ORR aR S nts a onte End Game mission objectives are scored at
Rules De oem Son tant tia the end of the battle.
SUE coir neneeoett tante
or unit cannot prevent a unit from being
See M Sarat
BOARDING ACTION MISSION P R I M US
ACCESS J U N C T I O N
OBJECTIVES
MISSION BRIEFING of
As th be rooaig des font ciel CAPTURETHE JUNCTION —_ =
ig td or Whoever ca pres forest y Progresive Objective
arenesnee cord back wl ave the ppotunecsen
hive hci cs he nes and
ruil rst rate, rom her thy adcan lly sie
“adjoining decks hro the nshi,
gho 29 vale
frng
bth sides
ese The Roeht the figalhthe more savage are bi
Strate gic price only makes .

MISSION RULES
Underdog ons: fone payers the Underdog er
Susie boiewth sd Conoand pot
gage the enemy as you encounter them
ir purge of their forces must be structured
Waypoinint turn and
ndanger y

fy (for amaximum of 10 victory points)


ne oF more objective markers,
objective markers than their

ressurisation as they work. Purge ar


ea, (0 allow your salvagers to pro
‘danger ofincoming enemy fire.
fthe battle, each player scores 15 victory points for
ive marker they control.

has enaugh herocium and ignite in


ny ship's exy-reeve runningfor a Iuoudred
i her Vecaise you think that just
lange te your made-up Ged-E
ere (aking what we need, and if yeu
adly pay the price in eur ammuiti
igger, your

rgvde Ymykh, warning to Shipmaster


ie bloodbath aboard the Divine Light
(erg
rear)

bocuog
erry ec
tec

ecg ec
ayy Epa

eer
J) Entry Zone
I N G A C T I O N MISSION
BOARD
THE PIPELINE
OBJECTIVES
EFING Tics ; ecuenerioy
MISSIONBRIEFING
Few technologiesre mare ea yes weapons ive
si Life spp te gs st work
cy ee Progressive Object
e arid countless
communications: thes
in rte vessel to function . By securinng both the primary control shrine and secondary
ene Jedd econo andra Taulatarstaton fora specific condul fuel pipe or the hk choke
forces can either ensure that the flow stays uninterrupted or
Aired severing of he PPS nn ech
ial tes the power of ue for he J irof entirely, Such controls vital to victory in thi
‘battle forthe very lifeblood of a Sp. Wout seek 10 Keep your vessel operational or cripple the craft
Teave it wide open to attack
player Commanford eachphase,
Arthe end of each5 victor the pla
MISSION RULES : that player tuum itis scores y points of the following
ronalg ond point.
Comma ¢ondit s y (for a maximumof 25 victory points)
satisf
theyion
Uthenbatledwithe
‘arts 1 additi
«+ They control one or more objective markers
+ ‘They control two or more objective markers
+ ‘They control more objective markers than
opponent controls.
+ They control both objective markers labelled A
* They control both objective markers labelled B.
This objective cannot be scored in thefirst battle round. In the
fifth battle round, the player who has the second turn does not
Score any victory points at the end of their Comm
instead, at the end of their turn, they score 5 v y points
each of the above conditions tl

“Onis Omissus Omnissiah absolutis regu rex, Let flow


the Heved Head of the machine,

Onis Omissus Onnisiah absolutis reguum rex, Holy are


the wires along which dances the metive force.

Omnis Omissus Onmissiah absolutis regnum rex, May the


exygen vents bring breath to unworthy lunge

Onenis Omissus Onnisiah absolutis regnum rex, Ferth


paomal Fath aqua Frth linus Binkaricus
See divine void vevel sear!’
~ Excerpt, Ninety-ninth rite of void ship unberthing
icc
| ee

|
fe localised power network i
quential systems that can be
scomes the flow of power you

ommand phase, the player whos


ints for each of the following
fora maximum of 20 victory poin

ore objective markers that are directly


ines (see below).
jot be scored in the first battle round, In the
ayer who hhas the second turn do
points for
imum of 20

Deana aeecuntcace)
ou cours
aoe Res Taste)
eet ane ly ey
eee besa ay
TMT COTE
Boag

ily not only to sever the enemy's grasp


wing through the vessel, but to also sunder
Control network by slaying their leader. This
ut Your foe capitalising on what might
to utterly compound their defeat.

€ach player scores 10 victory points if


1as been destroyed.
Deca
Eapenry

Pog
pany
Power Lines

pecuteg
np curs

saul] i9mod

|
| EXsela Elacg
rc

3) 22 Secs
Mens caetpcin
ee

sa
BOARDING ACTION MISSION
DEATH IN THE DARK
OBJECTIVES
LOCK ITOOWN! .
Progressive Objective
w is plunged into
uation unche
io ‘mayhem, The best solution ist
one before enacting wh
reuired to rest functionality a
player's Command phase, the player whos.
MISSION RULES Bees eet ory points for each ofthe following
Lights Out: At the end of ch players Movement phase, roll
miltheendofthe + They control one or more objective markers.
+ They control two of more objective markers.
+ They control more objective markers than their
‘opponent controls.
within a ting Area that has the
This objectivecannot be scored inthe first battle round. In
fifth battle round, the player whohas the
he is
targetmore than9” awa score any vitory points atthe end of their Command p
within 9, subu he end of their turn, they score 5 victory points
teach of the above conditions they satisfy (for a maximum of
arging unit or __ victory points).
Lighting Area that has
‘SEEK SANCTUARY
End Game Objective
ofthe ship, iti wise 10
digi Either reinfor
push, or whateverd
Underdog Bonus: I that player hopefully - die down.
stats the bat le with point.
the end ofthe battle each play ores 15 victory points for
each of the following conditions
30 victory 3)
+ They control both objective markersin Lighting Area
+ They control both objective markers in Lighting Area 2

We Hor the hatch, lobbed ina hendelier ofSaint Shrapnel Mein, then meved tx and purged the last few xenes that stl hal
Behe te hating Commie Phil dd we uh with meg fr Male qd and we dd, ag op
sigh oes ere Bring ageing by te Piet th en ded ed gel lt pitch debe. ns
tne relicd that er lumen cts ha ded te that we bere seething wmataad was happening, Tht was when se Keard
Sergeant Made quad tart creaming. After the, things get relly ray, really fa!
- Vor-record, Sergeant Gdolvus Raniite, 88th Shelorn Infantry
BOARDING ACTION MISSION
HULL BREACH
MISSION BRIEFING OBJECTIVES
TRIEVAL

MISSION RULES
Deadly Decomprenion

Db or thee Caption weave ar STC dete beng ot,


Orr the tremmastion rites! we compldte and retentice
armed witon sc cutter care, ow the charges | wil miffer ne witreves
thy acpiton Erkigh cement i mated upon the wrmerlty
Ineuisitor Eiri Merrow
zg
&
BOARDING ACTION MISSION
CONTROL CENTRE
MISSION BRIEFING OBJECTIVES
SECURE AT ALL COSTS

MISSION RULES

CUT OFF THE HEAD


End Game Objective
BOARDING ACTION MISSION
THE FURNACE
MISSION BRIEFING OBJECTIVES
PROMETHIUM EXCHANGERS

MISSION RULES
Rites of Incineration:
Turn on the Burners (Action

COSTLY PRIZE
End Game Obj
hat, without securing vital systems and assets within
jum, vietory is at risk throughout the entire ship. It
“imperative that you drive the enemy back with the
sncy and seize all your objectives before conditions

“Atthe end ofeach player's Command phase, the player whose


“furn 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 more objective markers than their
‘opponent controls.
‘This objective cannot be scored in the first battle round. In the
fifth battle round, the player who has the second turn does not
score any victory points at the end of their Command phase;
instead, at the end of their turn, they score 5 victory points for
cach of the above conditions they satisfy (for a maximum of 15
‘victory points),

SALVATION SHRINES _
End Game Objective
The only way to prevent total rad-saturation of this enginarium
lies in controlling its salvation shrines. These sacred machineries
have the ability to reroute plasma flow through reserve generatora,
to isolate the exposed cores and to render them quiescent while
Tepairs are carried out and rad-scrubbers cycled. Of course,
sabotaging these shrines would equally doom the enginarium
altogether should that be your goal.
Althe end of the battle, ifone player controls both objective
markers labelled Critical, they score 15 victory points.
from the Moye char
‘in this unit. This unit also suffers acteristic of CUTOFF THE HEAD
from the effect.of
End Game Objective
d: Subtract | from the Toughness characte
is unit also ristic
this sufferfroms the effectof oe the terror and mayhem of the rad leak, and the ferocious
i ee to secure the salvation shrines, the opportunity may preset
self 10 strike a deadly blow at the enemy's command structure
fant end ofthe baile, cach player scores 15 victory
it Opponent's WARLORD has points i!
beendestroyed.
Y
Critical
9 Critical 1.

eccacs
rare
org

101295
ryan

Gers
Entry Zone Poo

q 101285
ray

gh

ecg
you

Attacker
Ny curs

You might also like