Detailed Boarding Actions V2.0 - Warhammer 40K Fantasy

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  1. #1
    Son of LO mEGALOMANIAC's Avatar
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    Version 2 of my BFG/40K Boarding Actions rules.

    I'd really like input on fleets other than Chaos or Imperial. Those two are rather straightforward, so I know they fit in these rules well enough. I have no experience with ANY of the other races, so if you can comment on that it would rock.

    Changes (8/31): Fixed some spelling mistakes and added as much as I know about fleets other than Chaos or Imperial. Sections 6 and 7 are completely new, and sections 1-3 have been edited so the new sections fit better.

    **Extended Boarding Action Rules for Battlefleet Gothic**

    1) Pre-Battle
    The Boarding Action starts as per BFG rules. Boarding Actions are still limited to BFG’s rules (ie, an escort with only one hit remaining can’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 (The remaining crew is busy trying to make repairs)
    -1 for being in contact with blast markers (The crew is braced or dealing with the blast)
    -1 for being under special orders that turn (The crew is busy with the special order)
    -1 for being a having a Ld of 5 or less
    +1 for being a having a Ld of 10
    +1 for being the defender (The crew is more desperate to maintain control of the ship)
    +1 for being a cruiser (includes grand, battle, light, & strike cruisers)
    +2 for being a battleship, roc, or battle barge
    +3 for being a space station
    + 4 for being a space hulk (seriously, who would board a hulk?)

    Example: A Chaos Cruiser with Ld 9 and 8 hits remaining attacks a crippled Imperial Battleship with Ld 8 and 4 hits remaining. The Chaos Cruiser 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 Imperial Battleship 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.
    This system would (hopefully) make it near impossible to board installations (and to a lesser degree, battleships/barges) without knocking off a great deal of hits and coordinating the assault between multiple ships (rules on multiple ship combats at the bottom).

    2) The Battle
    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 – 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 “realistic? 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 bulk of fighting in boarding actions is between the crew and any available support troops. Therefore there are restrictions on the FOC slots available to a Boarding Action. For example, a defending force would rarely be composed of purely terminators. To fix this, the maximum for HQ, Elite, and Fast Attack choices are 1 per army. Alternately, you could set up a sliding FOC – use the list below, but add 1 slot to each choice per 500 points or so. That would allow for more diverse conflicts while still preventing the use of too many special troops.

    Boarding Action FOC:
    HQ: 1 (Special circumstances, see below)
    Elites: 0-1
    Troops: 1+
    Fast Attack: 0-1
    Heavy Support: 0

    Special Rules:
    1) Each side must have a leader to boost moral and generally act leader-like. 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 defender’s ability to prepare for the assault and the attacker’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, Lost and the Damned, 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. No allies can be taken, regardless of existing army rules. For example, no IG army can use Inquisition allies and no one can use Harlequin allies.
    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 ship’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 doesn’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 don’t require the opponent’s permission to use).
    No weapons of AP1 or AP2 are allowed – they could damage the ship, killing everyone!
    9) Common sense rule: certain units or choices could never work in a Boarding Action. A Wraithlord wouldn’t participate for the same reason a Dreadnought can’t. The Inquisition army’s Orbital Strike couldn’t work – 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 4’ x 4’ 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 12? in from the player’s edge, running all the way along their edge. On larger tables, players use the long edges as their deployment zones. Attacker goes first.

    Objective: Destroy the enemy completely within 4 turns.

    3) Post-Battle
    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 enemy’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.

    Using the first example (a Chaos Cruiser boarding an Imperial Battleship), let’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 Imperial Battleship takes 3 points of damage. Upon checking the Results table, it is discovered that the action is classified as “Driven Back? so 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 Chaos Cruiser being the decisive victor and the Imperial Battleship being reduced to one hit remaining.
    4) Drawn Combats (Optional)
    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).

    After the first Boarding Action, the Chaos Cruiser and Imperial Battleship 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 4, causing enough damage to destroy the Imperial ship. The Chaos Cruiser can move and shoot as normal during its next turn.
    5) Multi-Ship Boarding Actions (Optional)
    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 attacker’s deployment becomes 18? instead of 12? to represent the larger area of attack.

    The same Chaos Cruiser from the first example is this time joined by another Cruiser with 5 hits remaining in the assault on the same Imperial Battleship. The modifiers for the first Cruiser are worked out as normal (it having 8 hits, so being 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 second cruiser’s presence, a modifier of 3 is added, so (12 + 3) * 50 =* 750 points available for the Action on the Chaos side, versus the 500 points still available to the Imperial ship.
    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 Imperial Battleship’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 Imperial Cruiser isn’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.
    6) Special Conditions (Optional)
    After army lists have been built, but before deployment, you can elect to roll for special conditions. Roll a D6. on a roll of 4+ roll on the table below for a special condition inside the ship:

    1-2 Anticipation: The defenders saw the incoming attack boats and had time to position themselves accordingly. The defenders may use the Hidden Setup rule.

    3-4 Malfunction: The ship has sustained heavy damage from the incoming enemy attack boats - lights and sensors in this area have been knocked out! Night Fighting rules are in effect. Every turn that NF rules are still in effect (starting with the second turn), roll a D6. On a roll of 5+, repairs have been made and power is restored to this section of the craft, and Night Fighting rules are no longer in effect for the remainder of the action.

    5-6 Unprepared: Both sides choose one Troops choice to deploy on the field, all other units start in reserves. Each turn, roll for reserves for each undeployed unit to see if they enter the battle. This is to represent the boarding action happening quickly and unexpectedly and neither side was able to properly prepare.

    7) Capturing Ships (Optional)
    After Victory Points are calculated but before any results have been rolled or damage applied, compare each player’s VP. If the victor’s VP equals or higher than twice the losing player’s VP, the winner has the option of capturing the vessel instead of inflicting damage. If the victor chooses not to capture the enemy vessel, then roll as normal for results and apply damage. If the victor chooses to attempt a capture, roll a D6:

    5-6 The losing ship has been captured! Any remaining hits on the losing ship are removed (without destroying the ship – crew is killed, but the ship is intact). The winning ship takes it’s total number of hits and divides it among the two ships however the winning player likes. The player has two options: he may place ALL of the hits on one or the other ship, effectively abandoning the other vessel. The player may NOT allocate more hits to a ship that it started the game with. The abandoned vessel (with no hits remaining) takes a single roll on the critical damage chart. If it isn’t destroyed, the ship becomes a floating hulk. The player’s other option is to split his remaining hits amongst the two ships. He may split the hits any way he sees fit as long as each ship has at least 1 hit allocated to it and no ship has more hits than it started the game with. If a ship has less than half their maximum hits, they are crippled as per normal rules. Any damage the ship(s) had before the fight is maintained (ie, if you capture a ship with no working weapons, it won’t magically have weapons). Repair rolls can still be made as normal. Note: the captured ship becomes less effective because of the unfamiliarity of it’s new crew. All advantages from special rules are lost (like elder holofields or marks of chaos). If the ship contained a character, then the character is lost along with any advantages he gave (for example, if a ship containing an Admiral is lost, his remaining rerolls are lost as well).

    An Imperial cruiser with 8 hits wins a boarding action over a Chaos cruiser by a score of 7 to 3.* The Imperial player attempts to capture the enemy cruiser and rolls a 5 on his capture attempt & succeeds. Since the Imperial vessel has no working shields, the Imperial player chooses to allocate all 8 of his hits to the newly acquired Chaos cruiser – abandoning the damaged Imperial cruiser for the still-functioning Chaos ship.
    On a roll of 1-4, the winning ship was unable to capture the losing ship. Roll combat results as per the Post-Battle rules. Each ship takes an additional automatic point of to represent the crew killed and damage inflicted in the attempted takeover.

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  3. #2
    Son of LO mEGALOMANIAC's Avatar
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    103 (x8)

    Edit: The "No Vehicle/Av" rule in section three now includes Monsterous Creatures, Tyranid or otherwise.

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