Expanded boarding

 

Boarding consist of a set of possible actions (extended, boarding and defensive). Attacking and defending sides can make several extended, one boarding and one defensive action per turn. Officer (PC or major NPC) participating boarding cannot make other than boarding actions (basic bridge/HQ actions) listed below.

Each action consists of an opposed roll – you’re trying to disable the life support, and they’re trying to keep you out (for example). Most actions can be used with Command (you can lead those who know how to do whatever you want to do), but other skills can be used for some actions. In general, the mechanical format is the same – if you succeed, there’s an effect. If you succeed with 1-3 DoS (depending on size of target, see notes below) extra net successes, there’s a bigger effect. If you fail, you lose 1 population and 1 morale as your troops or specialists get ambushed and killed to no effect.

Some actions are labeled “offensive” and some “defensive” – that’s more of a convenience. The vessel/habitat being boarded can send troops across to try counter offensive  too.

Turn sequence:

Turn 1
Imperial vessel
Extended actions: Skill checks and opposed skill checks
Board action: Opposed skill check
Own boarding defensive action: Skill check

Xeno vessel
Extended actions: Skill checks and opposed skill checks
Board action: Opposed skill check
Own boarding defensive action: Skill check

Actions (Offensive)

“Kill them all!” (Command vs. Command)
This is the basic boarding action – the crew of the ship has offended you, and you want to make an example of them.

Success: -1d5 population and morale.
Great success: -2d5 population and morale.

“They shall fear us” (Command/Deceive/Intimidate vs. Command/Charm/Intimidate)
This is where you’re embarking on a campaign of terror. Rather than killing the crew as you find them, you’re trying to make them flee and/or surrendar.

Success: -1 population and -2d5 morale.
Great success: -2 population and -3d5 morale.

“Sabotage” (Command/Demolition/Tech-Use vs. Command/Demolition/Tech-Use)
This is the other basic boarding action – you’re setting explosives, breaking critical machinery and so forth.

Success: -1 hull point, -1 population and -1 morale or gain +10 (cumulative) on future Sabotage there next turn.
Great success: -1 hull point, -1 population and -1 morale plus roll 1d5 for a critical hit.

“Seizure” (Command/Tech-Use vs. Command/Tech-Use)
You’re trying to take control of a particular component of the ship (not including the Bridge/HQ, Drive/Core).

Success: Engage the component and gain +10 (cumulative) on future Seizure there next turn.
Great success: Control the component, with effect to be determined by GM.

“Head for the Bridge” (Command vs. Command)
Cut the snake off at the head – you want control of the bridge.

Success: You engage the bridge/HQ and gain +10 (cumulative) on future “Head for the bridge” there next turn.
Great success: You can target the bridge/HQ next turn for “Find the Blaggard”, “Sabotage” or “Seizure” action.

“Find the Blaggard” (Command/Scrutiny vs. Command/Deceive/Silent Move)
Perhaps you want to find a particular individual. With a success, you’ve located them and can force an encounter with them. (If individual searched for is located to bridge/HQ/Drive/Core of the target vessel, great success is required to successfully to engage the individual at next turn.) Whether you’re attempting to negotiate a surrender or capturing.

Success: Searched individual can be engaged in the beginning of next turn.
Great success: Searched individual can be engaged immediately.

“Shangai crew” Command/Intimidate vs Command/Intimidate
Mostly used by raiders who are always lacking crew. Boarding troops herd the crew of boarded vessel back to their own. Used by human imperial navy to gain crew and xenos, chaos raiders to gain slaves and sacrificial victims.

Success: Population and moral damage 1d3, can be stacked to gain great success.
Great success: Population and moral damage 1d10. After battle gain same amount of population to vessel’s crew.

Actions (Defensive)

“Push them back!” (Command vs. Command)
This represents mustering forces to secure your own vessel against enemy action.

Success: On a success, the enemy ship gets -10 to “offensive” actions on their next turn.
Great success: -20 to “offensive” actions on their next turn.

“Retrieve the Wounded” (Medicae, no opposition)
Stemming the population losses, this represents an attempt to preserve the ship’s population.

Success: Regain1d5 population that was lost last turn.
Great success: Regain 1d5+2 population that was lost last turn.

“Rally the Troops” (Command/Charm/Intimidate, no opposition)
Raising flagging morale, this may be speeches to encourage the troops or graphic threats to prevent a fleeing or surrendering.

Success: On a success, regain 1d5 morale that was lost last turn.
Great success: Regain 1d5+2 morale that was lost last turn. With critical success you do not have to roll for mutiny even if ships morale has dropped under a threshold.

Notes:

Drive or core can be reached only, if bridge or HQ is successfully seized.

If star vessel initiating “Head for the bridge” boarding action has Teleportarium component and gets basic success, it may immediately attempt “Sabotage” or “Seizure” action.

Tenebro maze component cancels Teleportarium advantage.

If attacking star vessel/habitat has a total amount of a crew half or less compared to defending star vessel/habitat, it gets -10 penalty to all boarding actions.

Great success

Raiders and transports: Great success requires 1 DoS.
Frigates, light cruisers, space stations, habitats: Great success requires 2 DoS.
Cruisers, heavy space stations, colonies: Great success requires 3 DoS.

 

Source:  Sunhawk edited for Ultima Tectum campaign.