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Alright, this is my attempt at spicing up Boarding Actions a bit by making you play small & quick 40K engagements instead of a dice roll to decide the battle. I know BFG is a game about large-scale conflicts where the heroism of one or ten men doesn't make a difference, but what if it did?
The battles would all be relatively small (around 400-700 points for a cruiser vs cruiser battle, for example). I've included a formula for determining the points per side (so that an escort boarding a battleship is suitably impossible), restrictions on the FOC for what you can field (example, no tanks!, and even Drawn Combat & Multi-Ship rules. And the best part is that they integrate well into BFG rules, so that you use the same numbers, and at the end, still roll on the Boarding Results table on page 34! This way the game *should* flow smoothly between BFG -> 40K -> BFG. These rules are by no means simple, but I tried my best. Let me know what you think!
**Extended Boarding Action Rules for Battlefleet Gothic**
The Boarding Action starts as per BFG rules. Boarding Actions are still limited to BFGâ€™s rules (ie, an escort with only one hit remaining canâ€™t perform a Boarding Action, etc). Instead of calculating a Boarding Value to determine winners or losers, a formula is used to calculate the point value of each ships fighting force and a short 40K-scale battle is fought to determine the conclusion. Use the following formula for each ship to determine the point values per side for the upcoming Action:
Points per side = (Hits remaining to ship + Modifiers + D6) * 50
Modifiers (use this list instead of the normal Boarding Action list of modifiers):
-1 for being crippled (remaining crew busy trying to repair)
-1 for being in contact with blast markers (crew braced/dealing with blast)
-1 for using special orders that turn (crew busy with special order)
-1 for ship having a Ld of 6 (worse moral)
+1 for ship having a Ld of 9 (better moral)
+1 for being the defender (home turf advantage)
+1 for ship being a cruiser
+2 for ship being a battleship2) The BattleExample: A Chaos Cruiser, the Repulsive, with Ld 9 and 8 hits remaining attacks a crippled Imperial Battleship, the Divine Gaze, with Ld 8 and 4 hits remaining. The Repulsive has 8 hits remaining, a modifier of +2 (+1 for Ld of 9, +1 for being a Cruiser), and rolls a 2 on a D6, so (8 + 2 + 2) * 50 = 600 pts available for the boarding action. The Divine Gaze has 4 hits remaining, a modifier of +2 (-1 for being crippled, +2 for being a battleship, and + 1 for being the defending ship), and rolls a 4 on a D6: (4 + 2 + 4) * 50 = 500 pts available.
Boarding actions are a special kind of fighting. Man-to-man (or to-alien, as the case may be) fighting using whatever weapon is at hand, tactics and the chain of command thrown to the wind in the swirling melee. Creating a fight like this would be nearly impossible â€“ each turn would take hours as you worked combats out per model, per weapon, per side, etc. Therefore, a modified Force Organization Chart is used, and the units allowed in the fight restricted to keep it as â€śrealisticâ€? as possible. Vehicles and bikes are removed, as are the heaviest of heavy weapons. Each side is required to have a HQ, the moral/spiritual/physical leader of the fight. Other than that, the majority of the combatants involved should be troops!
The standard FOC is NOT used for Boarding Actions. Instead, use the following: HQ: 1 (Each side must have a leader to boost moral and generally act leader-like); Elites: 0-1; Troops: 1+; Fast Attack: 0-1; Heavy Support: 0.
1) If no HQ choice is available because of the below restrictions, you must nominate one Elite unit to be the HQ. If no Elite unit is available because of the same restrictions, nominate one Troop unit to be the HQ. Each side MUST have one unit designated the HQ to lead them into battle.
2) The defending side may take 0-1 Heavy Support choices, as long as they are NOT vehicles, walkers, etc, only use weapons that follow the AP restrictions, and cost no more than 250 points as a unit. This represents the defenderâ€™s ability to prepare for the assault and the attackerâ€™s inability to bring heavy weapons with a fast moving assault force.
3) For the sake of simplicity, Imperial Navy ships can use ANY Imperial list (but only one) to represent their troops. Chaos vessels can use the Chaos Space Marine OR Imperial Guard lists (but only one) to represent their troops. This is to represent the availability of either crew or fighting troops, depending on the ship. All other races may only use their own lists.
4) Nothing with an Av can be used! This includes tanks, transports, walkers, hovercraft, or any other model with an Av instead of an armor save. The passageways aboard most ships are too narrow to accommodate the bulk of the vehicles, and the risk to the shipâ€™s own crew is to great. Similarly, no bikes or packs of any kind may be used (including jetbikes, jet & jump packs, etc). The passageways are too narrow for such fast moving models!
5) No models with more than two wounds can be used. A three wound model may be used, but it is reduced to 2 wounds with no compensation of points or other stat increases.
6) HQ choices are limited to 125 points before wargear & weapons. This doesnâ€™t apply to an Elite unit or a Troop unit that has been designated the temporary HQ for the battle.
7) No special characters of ANY kind may be used (including special characters that donâ€™t require the opponentâ€™s permission to use).
No weapons of AP1 or AP2 are allowed â€“ they could damage the ship, killing everyone!
9) Common sense rule: certain units or choices could never work in a Boarding Action. A Wraithlord wouldnâ€™t participate for the same reason a Dreadnought canâ€™t. The Inquisition armyâ€™s Orbital Strike couldnâ€™t work â€“ no ship has a Lance mounted INSIDE of it! Use common sense when building a list. If you have a dispute about what can or cannot be used, role a D6 on the issue.
Deploy on a 4â€™ x 4â€™ table using any appropriate scenery to represent the inside of a ship. Defender chooses a table edge, Attacker gets the opposite edge. Deployment zones are 12â€? in from the playerâ€™s edge, running all the way along their edge. Attacker goes first.
Objective: Destroy the enemy completely within 4 turns.
The winner of the battle is the player with the most Victory Points after the 4 turns are completed. Calculate Victory Points using the below method:
+1 point gained for every 100 points of the enemy destroyed
+1 point for killing the enemyâ€™s HQ unit entirely
+1 point for destroying the enemy force entirely
+1 point for having more points remaining than the enemy
+1 point for having twice as many points remaining than the enemy
+1 point for destroying the enemy completely by the end of the third turn
The difference between the Victory Points scored by each side is the Boarding Action result. The losing ship takes damage equal to the result. At the end of a Boarding Action, check the Results table on page 34 of the BFG rulebook to determine any Critical Hits that occurred as a result of the fighting. After a Boarding Action is resolved with a result of 1 or more, the surviving ship(s) can move, shoot, and perform as normal the next turn.4) Drawn CombatsUsing the first example (The Repulsive boarding the Divine Gaze), letâ€™s assume the battle ended after four turns with 200 points of Chaos and 100 points of Imperial troops surviving, and neither HQ alive. That means the Chaos side earned 8 VP and the Imperial side earned 5 VP. The battle difference is 3, so the Divine Gaze takes 3 points of damage. Upon checking the Results table, it is discovered that the loser takes a critical hit on a 3+, and the winner takes a critical hit on a 6+. The boarding action is completed, with the Repulsive being the decisive victor and the Divine Gaze being reduced to one hit remaining.
If the battle result is a draw, the ships remain entangled and can not move, shoot, or perform any other actions until the next End Phase, where another Boarding Action is performed. The ships will remain entangled until one or both sides are completely destroyed. Recalculate points for the next battle using each ships current hits and the following modifications: no modifiers for being the defender (fighting has spread to both ships), no modifiers for being crippled (the crew make their way to the fight at hand, leaving repairs for later), and no modifiers for special orders (neither side could perform them this turn).5) Multi-Ship Boarding ActionsAfter a Boarding Action, a Chaos Battleship and an Ork Kroozer both had 6 VP, so they remain in combat. At the next End Phase, points are recalculated and another battle is fought. This time, Chaos wins by 3, causing enough damage to destroy the Ork ship. The Chaos Battleship can move and shoot as normal during itâ€™s next turn.
If multiple ships attempt to board an enemy vessel, only compute the modifiers of the ship with the most hits remaining. The other ships add a number equal to half of their remaining hits rounded up to that total, then the sum is multiplied by 50 as normal. Also, the side with multiple ships has the following modifications to their Battle rules: HQ becomes 1-2, Elite becomes 0-2, Troops become 2+, Fast Attack becomes 0-2, Heavy remains at 0. Only one list can be used for the combined force (no combining IG and SM, for example). If one HQ is present, then no Elite or Troop units can be designated HQ. All other special rules still apply. When deploying, the attackerâ€™s deployment becomes 18â€? instead of 12â€? to represent the larger area of attack.If the side with multiple ships is the loser in a Boarding Action, distribute hits evenly amongst the ships. After a combat, ALL vessels are subject to a critical hit as per the Results table on page 34.The Repulsive from the first example is this time joined by another Cruiser, the Malignant, with 5 hits remaining in the assault on the Divine Gaze. The modifiers for the Repulsive are worked out as normal (it has 8 hits, so is the largest ship on that side of the combat). Using the exact same situation as before, this leaves (12) * 50 for points. But because of the Malignantâ€™s presence, a modifier of 3 (half of 5 hits rounded up) is added, so (12 + 3) * 50 =Â* 750 points available for the Action on the Chaos side, versus the 500 points still available to the Imperial side.The Divine Gazeâ€™s crew performs amazingly well and defeats the two Chaos Cruisers by 2. One hit is given to each Cruiser, and both Cruisers have to test for a critical hit on a 4+. The Divine Gaze isnâ€™t out of the fire yet, as it has to test for a critical hit on a 5+. All three ships are free to move and shoot on their next turns.
i must say...i love this idea
its giving me extra motivation to start bfg...good work
Never judge someone until you've walked a mile in their shoes...by that time they'll be a mile away, and have no shoes
Yeah I like it.Never was big into BFG but I saw a picture of a rogue Trader fleet recently and now I'm starting to get kinda interested.this would be great b/c I'm all about combining the different 40k games.(I got the beginings of an Epic army still sitting in it's box somewhere around here)
I want to write rules to combine BFG, 40K, and Epic into one campaign system that anyone can use. Like, a ruleset and a terrain generator and such, so you write your own fluff & fill in the blanks. But at the moment, I haven't had the time to read Epic's rules enough to try and make that ruleset. Maybe soon though.