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Boarding Actions Rules for Battlefleet Gothic

The document provides a comprehensive guide on conducting Boarding Actions in Battlefleet Gothic, detailing how to determine boarding values, execute attack rolls, and assess results. It includes specific modifiers for various factions and scenarios, as well as examples to illustrate the mechanics. The rules emphasize the importance of calculating values based on remaining damage points and applying modifiers appropriately during multi-ship actions.

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0% found this document useful (0 votes)
61 views2 pages

Boarding Actions Rules for Battlefleet Gothic

The document provides a comprehensive guide on conducting Boarding Actions in Battlefleet Gothic, detailing how to determine boarding values, execute attack rolls, and assess results. It includes specific modifiers for various factions and scenarios, as well as examples to illustrate the mechanics. The rules emphasize the importance of calculating values based on remaining damage points and applying modifiers appropriately during multi-ship actions.

Uploaded by

Gonçalo Braz
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BATTLEFLEET GOTHIC – BOARDING ACTIONS

What follows should be a complete Official Rules guide that covers all parts of a Boarding Action.

1. Determine Boarding Value


(Holofields ignore the entire boarding attempt on a single roll of a 2+, or 3+ vs an Ordo Xenos Inquisitor Lord)
Value is equal to [remaining damage points] and:
- Can’t be boarded for Mark of Nurgle (except when vs Ordo Malleus Inquisitor Lord)
- x2 for Mark of Khorne (except when vs Ordo Malleus Inquisitor Lord)
- x2 for Abaddon
- x4 for Mark of Khorne and Abaddon on the same ship
- X2 for Ork Warlord (Ork Pirates and Waaagh! fleets only, except when on a Space Hulk)
- x2 for Tyranids
- x2 for Kroot Warsphere
- ÷2 for Tau (except Kor’or’vesh ships)
- + remaining turret/spore value (defending 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 adjustments above, 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. Grey Knights may reroll their result. Anybody
attacking an Adeptus Mechanicus ship may reroll their result. In a multi-ship boarding action, same name race (Chaos,
Orks, etc) bonuses only count once no matter how many ships are involved.
A / D
- *+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 __/__
- +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) __/__
- +2 for Space Marines __/__
- +2 for Ordo Hereticus or Ordo Malleus Inquisitor Lord __/__
- +2 for Ordo Xenos Inquisitor Lord vs all alien vessels __/__
- -1 for all alien vessels vs Ordo Xenos Inquisitor Lord __/__
- +1 for Chaos __/__
- +2 for Chaos Space Marines (supercedes Chaos) __/__
- +1 for Abaddon __/__
- +2 for Khorne Berzerkers on the Conqueror __/__
- +1 for Orks __/__
- +1 for Mega-armored Boarding Parties __/__
- +1 for Goffs __/__
- +2 for Ork Clanz Warlord, once per game __/__
- +1 for Dark Eldar (first round only) __/__
- -1 for Dark Eldar (subsequent rounds) __/__

Attacker’s Score:_______ Defender’s Score:_______


BATTLEFLEET GOTHIC – BOARDING ACTIONS
3. Results
The player with the highest score is the winner. The losing ship suffers 1 point of damage for each point it lost the
combat by. In a multi-ship boarding action, this damage is distributed by the attacker among ships involved. There is a
chance a single critical hit is caused by each side, depending on the difference (ships in a Berzerker fleet may make an
additional +d3 critical rolls but cannot then use special orders in the following turn). Ships with the Mark of Khorne add
+1 to the roll to see if a critical hit is caused. In a multi-ship boarding action, roll a critical chance against every ship
involved.

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 a ship is reduced to 0 damage points, it is automatically a drifting hulk. Ships that survive being boarded may move
away in subsequent turns and do not count as being in a boarding action. You cannot initiate a boarding action when
it’s not your turn, even if your opponent decided to stay in base contact but didn’t board.

*If the difference was a tie, the combatants grapple together and no involved ship may move, shoot, or launch
ordnance. They keep fighting in subsequent boarding actions (the ship that attacked first will always be the attacker
during this extended combat) until one ship/side is reduced to 0 damage points, after which the surviving side may
move away as normal.

Example 1: Imperial Lunar Cruiser (8 Damage Points) attacking a Chaos Murder Cruiser (6 Damage Points)
The Lunar’s Boarding Value is 8 (remaining DP), and the Murder’s Boarding Value is also 8 (remaining DP + 2 turrets).
Each player now rolls a d6 – the Lunar rolls a 3 while the Murder rolls a 4. The Murder adds +1 for being Chaos, bringing
the final scores to 3 for the Lunar and 5 for the Murder. The Lunar loses the combat by 2 and so takes 2 damage. The
Murder rolls a d6, causing a single critical hit to the Lunar on a 4+, while the Lunar can roll a d6 and cause a single
critical hit to the Murder on a 5+.

Example 2: Two Space Marine Strike Cruisers (6 and 5 DP) attacking a Tau Explorer on special orders (10 DP).
The Strike Cruisers’ Boarding Value is 11 (remaining DP), and the Explorer’s Boarding Value is 10 (remaining DP/2 + 5
turrets). Each player rolls a d6 – the Strike Cruisers roll a 4, adding +2 for being Space Marines and +1 because the
Explorer is on special orders, while the Explorer rolls a 4. The final scores are 7 for the Strike Cruisers and 4 for the
Explorer. The Explorer loses the combat by 3 and so takes 3 damage. The Strike Cruisers roll a d6, causing a single
critical hit to the Explorer on a 3+, while the Explorer can roll a d6 and cause a single critical hit to the Strike Cruisers on
a 6+.

Example 3: Two Ork Kill Kroozers (5 and 4 DP) attacking a Tyranid Hive Ship (9 DP). The Kroozers’ Boarding Value is 8
(remaining DP), and the Hive Ship’s Boarding Value is 22 (9*2 + 4 spores). Each player now rolls a d6 – the Kroozers roll
a 3, adding +1 for Orks, while the Hive Ship rolls a 2d6 and takes the highest, a 5, adding +2 for having at least double
boarding value and +2 for each crippled Kroozer. The final scores are 4 for the Kroozers and 11 for the Hive Ship, which
means the Ork player (as the attacker) distributes the 7 damage he’s taking among his two ships. He makes it so each
ship is now at 1 DP…but now both automatically suffer a critical hit too!

Example 4: Imperial Victory Battleship (12 DP) attacking a Chaos Space Hulk with Abaddon on board (40 DP)
The Victory’s Boarding Value is 12 (remaining DP), and the Space Hulk’s Boarding Value is 86 (remaining DP*2 + 6
turrets). Mistakes have been made.

Common questions

Powered by AI

Space Marines receive a +2 bonus to their boarding value, reflecting their superior combat prowess in close quarters. This augmentation increases the chances of Space Marines successfully overriding opponent defenses, affording them tactical supremacy in engagements that can decisively influence both immediate and subsequent strategic scenarios .

In a multi-ship boarding action, the player whose boarding score is higher wins. The losing side suffers 1 point of damage for each point by which they lost, and in a multi-ship context, the attacker decides how to distribute this damage among the involved ships. Additionally, a critical hit can be caused based on the level of difference in scores, leading to potential further damage or incapacitation .

The Ork Clanz Warlord provides a one-time +2 bonus to the attack roll for Orks participating in a boarding action. This strategic advantage can be pivotal when attempting to outmatch an opponent, particularly by offsetting other disadvantageous modifiers or when positioning to exploit weaknesses in enemy defenses effectively .

Grey Knights can reroll their boarding attack results, a rare capability that allows them to mitigate poor initial outcomes. This reroll provision not only maximizes their chance of achieving higher scores but also enhances their strategic flexibility and reliability in conflicts, recognizing their elite status and preparation compared to regular forces .

When a ship has both the Mark of Khorne and Abaddon, its boarding value is multiplied by 4. This indicates a significant increase in the ship's offensive capabilities due to these enhancements, making it much more formidable in boarding actions .

In the event of a tied result, involved ships cannot move, shoot, or launch ordnance until one side's damage points are fully depleted. This stalemate requires continued engagement in subsequent rounds until the balance shifts, restricting tactical options and requiring perseverance or risk additional losses to force a breaking point .

Choosing to fight individually or as a combined group in a multi-ship boarding action influences both the computation of boarding values and the application of bonuses. Fighting as a group allows for a single computed value with potential cumulative bonuses, possibly outweighing the defensive benefits of individual combat, where each ship might exploit its unique advantages or suffer disastrous sole engagement outcomes .

The critical hit chance varies based on the point difference in the combat result: for instance, a +3 difference results in the winners causing hits on 3+ while losers do so on 6+. Mark of Khorne grants an additional +1 to the critical hit roll, increasing the likelihood of causing more severe impacts, skewing outcomes in favor of Mark of Khorne bearers .

Tyranids roll 2d6 and take the highest result when determining their attack roll in a boarding combat. They also receive +1 if the enemy ship has Blast Markers in contact, though they don't confer this bonus to their opponents. These advantages enhance the likelihood that Tyranids will achieve a higher score, thereby improving their chances of winning the boarding encounter .

Blast markers in contact with enemy ships provide a +1 modifier to the attacker's boarding roll when Tyranid ships are involved. This environmental factor favors Tyranid forces, allowing them to exploit battlefield conditions by increasing their probability of success in offensive maneuvers .

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