Boarding Actions
1. Determine Boarding Value ( Holofields ignore the entire boarding attempt on a single
roll of a 2+)
Value is equal to [remaining damage points] and:
- x2 for Mark of Khorne
- x2 for Tyranids
- x2 for Kroot Warsphere
- ÷2 for Tau
- + remaining turret/spore value (defender only)
The order of operations is Multiply, Divide, Add, Subtract. In the case of a multi-ship boarding action,
add all ships together, with the relevant modifiers, to determine a single boarding value for the
combined group. Alternatively, you may choose to have each ship fight individually; resolve each as a
separate boarding action.
Attacker’s Value:_______ Defender’s Value:________
2. Attack Roll
Each player rolls 1D6 (Tyranids roll 2D6 and take the highest) and adds the following modifiers. They
are cumulative, except for those marked with a (*); only apply the highest of these.
A / D
- +1 if enemy ship has Blast Markers in contact (Tyranids get +1 but don’t give it) __/__
- +1 if enemy ship is on special orders __/__
- +2 if enemy ship is crippled __/__
- +1 for Endeavor/Endurance/Defiant class (defending only) __/__
- +1 for Orks __/__
- +1 for Dark Eldar (first round only) __/__
- -1 for Dark Eldar (subsequent rounds) __/__
- +2 for Space Marines __/__
- +1 for Chaos __/__
- +2 for Chaos Space Marines (supercedes Chaos) __/__
- *+1 if own boarding value is higher __/__
- *+2 if own boarding value is twice the enemy’s __/__
- *+3 if own boarding value is three times the enemy’s __/__
- *+4 if own boarding value is four or more times the enemy’s __/__
Attacker’s Score:_______ Defender’s Score:_______
3. Results
The player with the highest score is the winner. The loser suffers in damage the difference in scores,
Brace for Impact has no effect! or Reactive Hull saves against the damage. There is a chance a critical
hit is caused by each side, depending on the difference. If a ship is reduced to 0 damage points, it’s
automatically a drifting hulk.
Difference:
- 0 = Tie! Keep fighting!
- 1 = Winners cause on 5+/Losers cause on 5+ = Stalemate
- 2 = Winners cause on 4+/Losers cause on 5+ = Heavy Fighting
- 3 = Winners cause on 3+/Losers cause on 6+ = Driven Back
- 4 = Winners cause on 2+/Losers cause on 6+ = Stormed
- 5+ = Winners cause auto /Losers cause none = Overwhelmed
If the difference was a tie, neither ship may move, shoot, or launch ordnance, and keeps fighting in
boarding actions until one ship is reduced to 0 damage points.