Mustering a Boarding Patrol
You can include up to two of the following unit:
- ROGUE TRADER ENTOURAGE
(4 models)
You can include up to three of the following unit:
- IMPERIAL NAVY BREACHERS
(10 models)
You can include up to six of the following unit:
- VOIDSMEN-AT-ARMS (6 models)
You can include up to one of the following unit:
If you include an INQUISITOR model, you can include one of the following unit:
- INQUISITORIAL AGENTS (6 or 12 models)
Forming Boarding Squads
In the Form Boarding Squads step, split INQUISITORIAL AGENTS units containing 12 models into
two units, each containing 6 models.
Rules Adaptations
- VOIDSMEN-AT-ARMS units can perform the Secure Site Tactical Manoeuvre as
if they had the BATTLELiNE keyword.
- The IMPERIAL NAVY BREACHERS
unit loses the Gheistskull ability and loses the BATTLELINE keyword.
- The ROGUE TRADER ENTOURAGE
unit loses the Backroom Deals and Warrant of Trade abilities.
- INQUISITORIAL AGENTS units lose the Loyal
Henchmen rule.
- VOIDSMEN-AT-ARMS units lose the Navy Bodyguard rule.
Army Rule
Imperial Insights
The militarised agents of the Imperium may be disparate but they share one thing in
common: the valuable insights and specialist skills to be uniquely useful and efficient in service to the
God-Emperor. This is as true amidst shipboard warfare as anywhere else.
Units from your army with the
Assigned Agents ability replace that ability
with this one.
Each time this unit performs the Secure Site Tactical Manoeuvre, the objective marker
you select for that Tactical Manoeuvre is immediately Secured by your army, instead of at the start of your next
Command phase. This unit can then make a Normal move of up to D6" (but is still not
eligible to shoot or declare a charge this turn).
Detachment Rule
Beseechment Codes
Key to the duty of dedicated shipboard soldiery is the ability to move easily
through even code-locked hatchways, or those whose machine spirits are corrupted or heretical. Dataspikes
loaded with potent codes to appease or banish such troublesome gatekeepers allow them the swift progress
they need.
In your Movement phase, each time a VOIDFARERS unit from your army makes a Normal move, while that unit is moving it can
attempt to operate a closed Hatchway that it is within 1" of at any point during the move. It cannot do
this, however, if there are one or more enemy units also within 1" of that Hatchway. If that VOIDFARERS unit does attempt to operate that Hatchway, it cannot operate a Hatchway again
this turn.
Stratagems
BREACH AND CLEAR
Voidship’s Company – Battle Tactic Stratagem
Naval armsmen of every stripe train extensively in the tactics of
chamber-by-chamber combat, clearing one space of foes before pressing on to the next.
WHEN: Your Movement phase, just
after an
IMPERIAL NAVY BREACHERS
unit from yourarmy opens a Hatchway.
TARGET:
That
IMPERIAL NAVY BREACHERS unit.
EFFECT: Until the end of the turn, each time a
model in
your unit makes an attack, if that model is on the opposite side of the Hatchway from the side
it
started the turn on, add 1 to the Hit roll and add 1 to the
Wound roll.
AMMO RATIONS
Voidship’s Company – Battle Tactic Stratagem
Many Navis officers carry limited quantities of specialist
ammunition
such as hellfire or manstopper rounds, to be issued to their squads in the face of especially
formidable
opposition.
WHEN: Start of your Shooting
phase.
TARGET: One or more VOIDFARERS
units from your army.
EFFECT: Select one
enemy unit.
Until the end of the phase, each time a model in one of your units makes an attack that targets
that
enemy unit, improve the Armour Penetration characteristic of that attack by 1.
BOARDING DRILL
Voidship’s Company – Strategic Ploy Stratagem
Exhaustively trained in the strategy and tactics of shipboard
warfare,
these warriors never miss an opportunity to seize the advantage over their foes.
WHEN: Start of your Shooting
phase.
TARGET: One VOIDFARERS unit from your army.
EFFECT: Until the end of the phase, your unit is
eligible
to shoot or perform a Tactical Manoeuvre in a turn in which it Fell Back.
SHIP’S WATCH
Voidship’s Company – Strategic Ploy Stratagem
The Navis Imperialis prides itself on the ironclad discipline and
keen
watchfulness of its warriors.
WHEN: Your opponent's
Movement or
Charge phase.
TARGET: Up to two VOIDSMEN-AT-ARMS units from your army that have not fired
Overwatch this
phase.
EFFECT: Until the end of the phase,
each
time a model in one of your units makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to
score a
hit, instead of an unmodified 6. When doing so, models in your units can ignore other models in
their
unit for the purposes of visibility, and each time a model in one of your units makes an attack,
if that
unit contains a Canid model, a successful unmodified Hit roll of 5+ scores a Critical Hit.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
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Lathimon’s Flock
This unique flock of artificer servo-skulls can rapidly map every twist
and turn of even the largest voidships, before providing their master with comprehensive data on
enemy strengths and movements.
VOIDFARERS
model only. In the Deploy Armies step, your opponent must deploy their entire army before you
deploy yours. If both players have this rule, they must roll off and deploy their
armies normally. In addition, IMPERIAL NAVY BREACHERS units from your
army gain the Infiltrators ability. |
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Heirloom Blade
Passed through generations of Rogue Traders, this archeotech weapon can
sustain short but tremendously potent bursts of disruptor-field overcharge.
VOIDFARERS
model only. Once per battle, when the bearer’s unit is selected to light, it can use this
Enhancement. If it does, until the end of the phase, improve every characteristic of the
bearer’s monomolecular cane-rapier by 1. |
Mustering a Boarding Patrol
You can include up to two of the following unit:
- EXACTION SQUAD (11 models)
You can include up to three of each of the following units:
- SUBDUCTOR SQUAD (11 models)
- VIGILANT SQUAD (11 models)
You can include up to one of the following unit:
If you include an INQUISITOR model, you can include one of the following unit:
- INQUISITORIAL AGENTS (6 or 12 models)
Forming Boarding Squads
- In the Form Boarding Squads step, split any units containing 11 models into two units, one containing 6
models and the other containing 5 models.
- In the Form Boarding Squads step, split INQUISITORIAL AGENTS units containing 12 models into two units, each containing 6 models.
Rules Adaptations
- You can give the Proctor-Exactant models in EXACTION SQUAD units Enhancements as if they were CHARACTER
models. In the Deploy Armies step, when setting up EXACTION SQUAD
units that contain a Proctor-Exactant model, you can set them up in Entry Zones as if they had the CHARACTER keyword.
- SUBDUCTOR SQUAD units can perform the Secure
Site Tactical Manoeuvre as if they had the BATTLELINE keyword, and models in
those units have an Objective Control characteristic of 2.
- INQUISITORIAL AGENTS units lose the Loyal
Henchmen rule.
- The Nuncio Aquila ability is changed to ‘Nuncio Aquila (Aura): While an enemy unit is within 3"
of the bearer, each time that unit takes a Battle-shock test, subtract 1 from
that test.’
Army Rule
Imperial Insights
The militarised agents of the Imperium may be disparate but they share one thing in
common: the valuable insights and specialist skills to be uniquely useful and efficient in service to the
God-Emperor. This is as true amidst shipboard warfare as anywhere else.
Units from your army with the
Assigned Agents ability replace that ability
with this one.
Each time this unit performs the Secure Site Tactical Manoeuvre, the objective marker
you select for that Tactical Manoeuvre is immediately Secured by your army, instead of at the start of your next
Command phase. This unit can then make a Normal move of up to D6" (but is still not
eligible to shoot or declare a charge this turn).
Detachment Rule
Chastisor Auto-Vox
Booming admonishments ring from vox-amps and laud hailers built into the
Arbitrators’ wargear, demanding foes lay down arms and submit.
In your opponent’s Command phase, each
enemy unit within 3" of one or more ADEPTUS ARBITES units from your army must take
a Battle-shock test. If that enemy unit is also
Below Half-strength, subtract 1 from that test. This Detachment rule cannot
cause a unit to take two Battle-shock tests in the same phase.
Stratagems
CRACKDOWN
Interdiction Team – Battle Tactic Stratagem
Veterans of close-quarters brutality, these warriors know how to
swiftly
incapacitate enemies in the close-quarters confines of voidships and the like.
WHEN: Fight
phase.
TARGET: One ADEPTUS ARBITES unit from
your
army.
EFFECT: Until the end of the phase,
each
time a model in your unit makes an attack, you can re-roll the Hit roll and you can re-roll
the
Wound roll.
DUTY AND DEATH
Interdiction Team – Battle Tactic Stratagem
So important are the targets of Adeptus Arbites voidship raids
that the
Arbitrators will not let themselves fall until they know their duty is done.
WHEN: Your opponent’s Shooting
phase or
the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ARBITES unit from
your army
that was selected as the target of one or more of the attacking unit's
attacks.
EFFECT: Until the end of the phase, models in
your unit
have the Feel No Pain 4+ ability.
ARBITRARY EXECUTION
Interdiction Team – Strategic Ploy Stratagem
Well practised in bringing down their targets with effective head
shots,
the Arbitrators wield their sidearms to deadly effect.
WHEN: Your Shooting
phase.
TARGET: One ADEPTUS ARBITES unit from
your army
that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, Arbites
shotpistols
equipped by models in your unit have an Attacks characteristic of 2 and the [LETHAL HITS] ability,
and
models in your unit can target enemy units that are not within Engagement Range of them
(provided they
are otherwise eligible targets).
INESCAPABLE JUDGEMENT
Interdiction Team – Strategic Ploy Stratagem
Attempting to flee from the implacable Arbitrators and their
ferocious
cybercanids only exposes the foe to a swift and brutal end.
WHEN: Your opponent's
Movement phase,
just after an enemy unit is selected to Fall Back.
TARGET: One ADEPTUS ARBITES unit from
your army
within Engagement Range of that enemy unit.
EFFECT:
Until the end of the phase, when that enemy unit Falls Back, models in it must
take
Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also
Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
|
Manhunter’s Helm
This unique flock of artificer servo-skulls can rapidly map every twist
and turn of even the largest voidships, before providing their master with comprehensive data on
enemy strengths and movements.
PROCTOR-EXACTANT model only. At the start of the first battle
round, select one enemy unit to be your Priority Target. Each time an ADEPTUS ARBITES model from
your army makes an attack that targets your Priority Target, if the bearer is on the
battlefield, add 1 to the Wound roll. Each time your
Priority Target is destroyed, if the bearer is on the battlefield, you can
select a new enemy unit to be your Priority Target. |
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Vasov’s Auto-Oppressor
This ancient device emits focused grav-pulses that forces its targets
to their knees in obeisance.
PROCTOR-EXACTANT model only. At the end of your Movement phase, you
can select one enemy unit visible to the bearer. Until the start of your next
Movement phase, halve the Move characteristic of models in that unit and halve Advance
and Charge rolls made for it.
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