BOARDING ACTION
ATTACKER'S OVERVIEW
You have been selected to perform a boarding action on the enemy's ship. Cause as much damage as you can by killing crew and destroying key objectives before the defender can react.
DEFENDER'S OVERVIEW
Your force has been detailed as the ship's quick-reaction security force. You are to repel any boarding actions and protect vital systems until a larger reactionary force arrives to back you up.
SCENARIO SPECIAL RULES
Boarding Action uses Hull Breach, Deep Strike, Hidden Set-Up, Victory Points and Random Game Length
SET-UP
1. Roll 1D3 to determine the number of objectives. The defender designates the first objective and then the players alternate selecting objectives until all objectives have been nominated.
2. The defender sets up using Hidden Set-Up, anywhere on the table but at least 12" from a table edge. The defender's hidden set-up is not revealed until after the Attacker has arrived in their first turn.
3. The Attackers all enter play on the first turn using the Hull Breach and Deep Strike rules. Even units that cannot normally use Deep Strike may use it for this mission.
4. The Attacker gets first turn in this mission.
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MISSION OBJECTIVE

The Attacker must destroy as many objectives as possible. For each objective destroyed as the end of the game, the attacker gains +100 victory points.

The defender must hold off the attacker until reinforcements arrive. For each objective that has not been destroyed at the end of the game the Defender gains +100 victory points.

At the end of the game add up victory points for enemy units and objectives destroyed. The highest score wins.

All objectives are AV 12.

RESERVES
None
GAME LENGTH
The game lasts for a random number of turns (see the Scenario Special Rules on pages 132-137 in the Warhammer 40,000 rulebook).
LINE OF RETREAT
Any unit forced to fall back will head for the nearest table edge using the shortest possible route. The rules for falling back are on pages 71-72 of the Warhammer 40,000 rulebook.

SPECIAL RULES
Hull Breach: The Attacker's boarding craft blows a hole in the defender's hull and the Attacker launches an attack through the breach. The attacker rolls 1D6 and consults the deployment diagram to determine which section of the hull has been breached. After determining where the breach is the Attacker may deploy any units up to 6" onto the table. If the attacker has more models than can be placed in the deployment area the remainder of the models may be moved onto the table from the breach in subsequent turns. This represents the Attacker's forces pouring out of their boarding craft and into the breach.

OBJECTIVE GLANCING HIT
1-3 No effect. The attack bounces harmlessly off of the objective.
4-5 Damaged! Add +1 to the damage result on all subsequent damage rolls.
6 Destroyed! The objective crumbles into a pile of smoking debris.
OBJECTIVE PENETRATING HIT
1 No effect. The attack fails to damage the objective.
2-3 Damaged! Add +1 to the damage result on all subsequent damage rolls.
4-6 Destroyed! The objective is destroyed in a spectacular explosion!