Ship Boardings: Fast Rules
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- Olothontor
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I've got a Brikspace forum battle coming up hopefully sometime in July that will include boarding action. Unfortunately it will go pretty slow since I'll be in camp most of the time then.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
- Olothontor
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Well, it's up to the players what they decide to do with it. Disable then leave it, start controlling it or destroy it upon leaving it.Olothontor wrote:Great, thanks pesgores! Just one question: what happens once a ship is taken over? Is it just disabled, as the Marines you sent in are busy attempting to keep the crew quiet (and/or killing them off), or does the AMP get to use the ship on a successful takeover?
They can attack as much times as they want, but only 1 per turn and per attack.lrdofbricks wrote:what if theres two temas of marines in one ship?
You can use these rules wherever, whenever you want. Just credit me for them.
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My official post number 1000 was "The whole battle?"

My official post number 1000 was "The whole battle?"

- Olothontor
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Actually I also wrote my own fast rules for ship boarding. Basically, ships with the Boarding ability can deploy boarding parties against targets up to 3" away. A boarding party can choose to either Sabotage the ship or capture it. Capturing the ship transfers control of the ship to you, and requires a die roll of 5 or higher to accomplish. Sabotaging the ship is a bit more complex. Roll 1D6 and refer to these results:
1-2: the boarding party is eliminated.
3: the weakest weapon on the target ship is destroyed.
4: the strongest weapon on the target ship is destroyed.
5: the target ship's special ability is disabled.
6: the target ship's engine is disabled.
If the attacking ship in a boarding attack (Sabotage or capture) is a capital ship (Destroyer class or larger), add 1 to your roll. If the defending ship is a capital ship, subtract 1 from your roll.
Frigates may carry 3 boarding parties, destroyers may carry 5.
1-2: the boarding party is eliminated.
3: the weakest weapon on the target ship is destroyed.
4: the strongest weapon on the target ship is destroyed.
5: the target ship's special ability is disabled.
6: the target ship's engine is disabled.
If the attacking ship in a boarding attack (Sabotage or capture) is a capital ship (Destroyer class or larger), add 1 to your roll. If the defending ship is a capital ship, subtract 1 from your roll.
Frigates may carry 3 boarding parties, destroyers may carry 5.
Last edited by Theblackdog on Mon Jul 06, 2009 9:41 am, edited 1 time in total.

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Also:
Boarding Torpedoes: a ship with the Boarding Torpedo special ability may deploy up to 3 Boarding Torpedoes (acceleration 12", silhouette 9, armor 1D6, 1 HP, fuel for 4 turns) per game. Instead of flying up to an enemy vessel and exploding, these torpedoes ram the enemy ship and release a squad of marines into the target ship. A boarding torpedo's boarding squad has the same strength as a frigate's boarding squad, but you can combine boarding attacks from 2 or more torpedoes for more strength.
Boarding torpedoes are equipped with powerful retro rockets to decelerate just before impact; if the torpedo runs out of fuel before it can find its target, it can use the rockets to come to a complete stop so that its mothership can retrieve and re-use it.
Boarding Torpedoes: a ship with the Boarding Torpedo special ability may deploy up to 3 Boarding Torpedoes (acceleration 12", silhouette 9, armor 1D6, 1 HP, fuel for 4 turns) per game. Instead of flying up to an enemy vessel and exploding, these torpedoes ram the enemy ship and release a squad of marines into the target ship. A boarding torpedo's boarding squad has the same strength as a frigate's boarding squad, but you can combine boarding attacks from 2 or more torpedoes for more strength.
Boarding torpedoes are equipped with powerful retro rockets to decelerate just before impact; if the torpedo runs out of fuel before it can find its target, it can use the rockets to come to a complete stop so that its mothership can retrieve and re-use it.

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Hmmm. You do state the difference between BP from Big ships, but BPs can be different from each other, as a Capital Ship can be empty and a small corvette loaded with bloodthirsty troopers. Ouch.Theblackdog wrote:Actually I also wrote my own fast rules for ship boarding. Basically, ships with the Boarding ability can deploy boarding parties against targets up to 3" away. A boarding party can choose to either Sabotage the ship or capture it. Capturing the ship transfers control of the ship to you, and requires a die roll of 5 or higher to accomplish. Sabotaging the ship is a bit more complex. Roll 1D6 and refer to these results:
1-2: the boarding party is eliminated.
3: the weakest weapon on the target ship is destroyed.
4: the strongest weapon on the target ship is destroyed.
5: the target ship's special ability is disabled.
6: the target ship's engine is disabled.
If the attacking ship in a boarding attack (Sabotage or capture) is a capital ship (Destroyer class or larger), add 1 to your roll. If the defending ship is a capital ship, subtract 1 from your roll.
Frigates may carry 3 boarding parties, destroyers may carry 5.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"

My official post number 1000 was "The whole battle?"


