Boarding Actions — Modified Symmetric Mission
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The bridge and the enginarium rank amongst the most vital locations on any voidship. They are far from the only strategic targets sought by boarding parties, however. Fierce battles may rage over relay shrines, ammunition magazines, cogitator centres, warp core access sanctums and many other sites. Direct assaults against dug-in defenders are perilous in such conflicts, but in the tangled multi-deck environs of a voidship there are usually alternative routes to victory for a suitably cunning commander.
As the splinters and sections of larger forces, the Bording Patrols breaching Malik's Damnation are not required to split as detailed in the Form Boarding Squads section of the Symmetric Missions Sequence. The split is optional and must be declared during the Form Boarding Squads step.
Unlock Overrides: In each player’s Command phase, if that player controls objective marker B, has one or more units within range of that objective marker (excluding Battle-shocked units), and at least one of those units is not within Engagement Range of one or more enemy models, that player can unlock the door overrides. If they do, open every Hatchway on the battlefield.
Underdog Bonus: If one player is the Underdog, that player starts the battle with 1 additional CP.
Search Resource Cache: In each player’s Command phase, a model that controls a resource cache marker can perform an action to search the cache. When this action is declared, roll a D3 and consult the following table.
If nothing is found, the resource cache may be searched again. If either comms or unknown archaeotech is found, the resource cache cannot be searched for the remainder of the game.
Secure at All Costs — Progressive Objective
Whatever your objective, it is imperative that it be seized swiftly. However, if you are wise you will seek also to secure the key access ways and secondary relay stations that can be reached without risking a direct offensive. Whoever is able to seize control of the wider strategic battle on this deck will doubtless capture the critical objective in the end.
In the second, third and fourth battle rounds, at the end of each player’s Command phase, the player whose turn it is scores 5VP for each of the following conditions they satisfy:
In the fifth battle round:
Cut Off the Head — End Game Objective
It is common to find vital leadership personnel either overseeing a strategic target of such value, or leading the assault against it. Ensuring that the enemy commander does not survive this battle, no matter its wider strategic outcome, is a victory in its own right.
At the end of the battle, each player scores 10VP if their opponent’s WARLORD is destroyed.
The wall configurations as set up may vary slightly from the map below. The deployment areas, resource caches, and objectives will be exactly as laid out.