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Boarding Action!

Basic Edition
Basic combat rules for Starship Crews for No Limits Science Fiction War Games.
A D10 Miniatures War Game.

Version 1.3
April 8, 2011

By Tony Gryskiewicz
Special thanks to the No Limits Community for all their feedback, suggestions and help.
Basic Boarding Action Rules
In the far flung future the economy of many
worlds thrives upon interstellar trade. From Crew Members come in four categories:
the massive mega-corporation and imperial Green, Able Crewman, Veteran Spacer and
freighters to the small independent tramp Legendary Officer.
freighters, these crews keep the commerce
of the galaxy on the move. Green Crewman Points: 12
AC RA CC ST T W CO AR
These rules attempt to provide some 8 2 2 3 3 1 5 1
special rules for ship crews and some of the May choose one appropriate skill. Armed with
a knife and side arm
adversaries they may encounter in the
space lanes.
Able Crewman Points: 19
AC RA CC ST T W CO AR
Zero G Environment 8 3 3 3 3 1 6 1
One of the most common environments Zero G Ops, Security Access, May choose two
likely encountered during a boarding action appropriate skills. Armed with a knife and side
is Zero-G. Units without the Zero-G Ops arm.
skill Treat Zero G as Rough Terrain.
Veteran Crewman Points: 24
Units with the Zero-G Ops skill and jump AC RA CC ST T W CO AR
packs are granted the Quick Move Skill (1 8 4 4 3 3 1 7 1
AP = 1). Zero G Ops, Security Access, May choose three
appropriate skills. Armed with a knife and side
The following armies have the Zero-G Ops arm.
skill as an innate ability.
Legendary Officer Points: 32
Galactic Marines
AC RA CC ST T W CO AR
Space Rangers
10 4 4 3 4 1 8 3
Nids
May choose five appropriate skills. Armed
Eldari with a knife and weapon from Legendary
Officer Arms list.
Units, such as Star Mercenaries and Pirates,
that serve aboard ships as a course of
normal extended duty may purchase the
Zero-G Ops skill for 2 points per unit.

Ship Crew
While many starship crews are members of
the same species, many smaller or
independent ships can have mixed Species
crews. The stats below represent the
mainline for a human based crew. Starship Crew Members
The inspectors by Heresy Miniatures.
Adjustments can be made based of existing Painted by Tony Gryskiewicz
No Limits Army Lists for the crew of other
species.

Basic Boarding Action Version 1.3 1 No Limits Science Fiction War Games
Basic Boarding Action Rules
General Rules Veteran, and Legendary Crew have this skill
Unit Coherency - Starship crews enjoy a and it does not count toward Skill Count
looser unit coherency of 3.
I know this ship (4 Points) - Grants the
Squads - Crew members, excluding crewman the Quick Move Skill (1 AP = 1)
dedicated combat squads such as security only while on his ship. Not available to
teams and mercenaries, are free to join and Green crewman.
leave squads as often as they wish during
the course of the game.
Ships Officers
Doors Airlocks and doors can play a vital, Unless otherwise noted all ships officers
strategic role in this game. Locking or must be at least a veteran crewman.
Jamming a door can force your opponent to
Captain
cut through the door or find another way
around. The profile for airlocks and These skills are only available to the master
standard airtight doors on a starship are: of the ship, her captain. A captain must be
at least a veteran Crewman.
Type Toughness Armor Wounds
Like the Back of my Hand (3 Points)
Airlock 8 7 3
Able to use ships passages, crawlways,
Door 6 4 1
ducts, etc, to move through the ship. If
trapped in an area with no apparent escape
Airlocks larger than 1 will have 3 wounds
the crewmember with this skill can roll
per inch and doors larger than 1 will have 1
1d10 and is moved with those in his squad
wound per inch.
that many inches away. Only useable twice
per game.
When attacking a door from a range of 1
or less, attacks automatically hit.
Self-Destruct (4 Points) If half of the
General Skills crew is killed and loss looks inevitable the
General Skills may be purchased by any captain may order the ship to self-destruct.
crewman unless otherwise stated. Roll 1d10 a roll equal to or under the
captains CO initiates a successful self-
Zero G Ops (2 Points) If the ship loses destruct sequence. Appropriate flashing
gravity the unit may move as normal. Treat red lights and alarms will go off. The
Zero G as Rough Terrain for units without following Game turn the ships explodes
the Zero G skill. Able, Veteran, and killing all aboard. Units may be saved if
Legendary Crew have this skill and it does they start the next turn in an escape pod (if
not count toward Skill Count. the ship is equipped with them)

Security Access (1 Points) Crewmen


with Security Access may lock and open
locked doors for no action points. Able, The following modifiers apply to the Self
Destruct Die Roll:

Basic Boarding Action Version 1.3 2 No Limits Science Fiction War Games
Basic Boarding Action Rules
First officer in Squad with Captain -1 Doctor Skill (4 Points) - When in base to
Engineer in Squad with Captain -1 base contact with a model reduced to 0
For each crewmember in Escape Pod -1 wounds roll 1d10. If in the ships medical
For each crewmember or passenger not bay subtract 1 from the roll. Every wound
+1
in Escape Pod
received over the total wounds of the
Command given in Bridge or Engineering -1
Model serve as a + modifier. Example: A
unit with 1 wound is hit by a weapon
Chief Engineer causing 2 points of damage. Since the unit
Like the Back of my Hand (3 Points) can only take 1 wound, the other point
Able to use ships passages, crawlways, counts as a +1 modifier for the doctor. (The
ducts, etc., to move through the ship. If hit unit is pretty messed up) 6 AC per
trapped in a room with blocked exits the attempt.
crewmember with this skill can roll 1d10 Ships Doctor Healing Table
and is moved with those in his squad that Healed. The treated model regains a wound
many inches away. Only useable twice per 1-2 and will begin its next activation prone but
game. may otherwise act as usual
Stabilized. The treated model may get one,
and only one, more chance at being healed,
Jam the Door! (2 Points) The engineer
3-6 with a -1 bonus. Further attempts
jams the door and only the engineer can automatically result in a "He's dead Jim"
open it! (I sure hope nothing happens to result.
the engineer) The door can, however, be He's dead Jim. The treated model succumbs
destroyed using the standard No Limits 7-10 to physical trauma and is removed as a
rules. casualty as normal.

Suck Vacuum! (4 Points) - The engineer Healing Modifiers


seals off part of the ship and exposes it to In Medical Bay -1
vacuum! Any models in the sealed off area For each doctor or medic in base to base
-1
without appropriate protection perish, or contact
even better are blown out the ship as the For each point of damage received over the
+1
total wounds of the unit.
air escapes out the open airlock (Roll vs ST
to not get sucked out of the ship). The area
of the ship affected must physically have an Chief Scientist
airlock. Shooting at Shadows (10 Points) Is an
improved version of the I Blinded Them
Ships Doctor
with Science skill. Roll 1D10 divide the
Some Captains will refuse to ship out unless result by 2. The defenders are granted that
they have a qualified ships doctor on board. many sensor shadow blips that the
They know that these guys and gals can defending player may use like the blips
come in very handy. From curing some representing actual units. Sensor Shadow
exotic xeno disease to resuscitating the blips are revealed when an enemy unit is in
mostly dead, these crew members are Line of site. This skill is to be used before
worth their weight in Credit. Doctors must the game starts.
be at least Veteran Crewmen.

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Basic Boarding Action Rules
Sensor Shadow Blip Tokens. A sensor Scientist
shadow token, or Blip, is an item used to I Blinded Them With Science (5 Points)
represent actual units or false readings The attacking player may normally see the
where a unit may be. The player using the defending players units. However with this
Shooting at Shadows or I Blinded Them skill the scientist creates field that
With Science skills may replace all of their scrambles the attacking players sensors.
units on the game table with the Sensor Replace the defending players units with
Shadow Token as well as place extra Sensor generic markers that represent blips on a
Shadow Tokens on the table as determined motion detector. Once the defending units
by the skill being used. are in line of sight, replace the blip with
the appropriate unit. This skill is to be used
A Sensor Shadow token or Blip can be used before the game starts.
to represent an individual unit or an entire
squad. Sensor Shadow Blip Tokens A sensor
shadow token, or Blip, is an item used to
The end result is that the opposing player represent actual units or false readings
does not know if the Blip represents one where a unit may be. The player using the
unit, an entire squad, or no units until the Shooting at Shadows or I Blinded Them
opposing player has a unit in Line of Sight of With Science skills may replace all of their
the Sensor Shadow Token. units on the game table with the Sensor
Shadow Token as well as place extra Sensor
When the opposing play has a unit within Shadow Tokens on the table as determined
LOS, the player using the Blips must reveal by the skill being used.
what is actually there. If the Blip is an
actual unit or squad, remove the blip from A Sensor Shadow token, or Blip can be used
the game table and place the units on the to represent an individual unit or an entire
board. squad.
Blip Movement - During the players game The end result is that the opposing player
turn blips may move as if they have an AC does not know if the Blip represents One
of 5 following the standard No Limits unit, an entire squad, or no units until the
movement rules. opposing player has a unit in Line of Sight of
the Sensor Shadow Token.
L33t Hacker (10 Points) An improved
version of the Hacker Skill. In addition to When the opposing play has a unit within
remotely locking and unlocking doors, the LOS, the player using the Blips must reveal
Chief Scientist creates all types of what is actually there. If the Blip is an
distractions. Warning sirens going off, actual unit or squad, remove the blip from
flashing lights, sewage pipes exploding, etc. the game table and place the units on the
Grants a negative modifier of 1 to all board.
attacking units. The Chief Scientist must
stay in base to base contact with a terminal Blip Movement - During the players game
for this skill to be active. 5 AC turn blips may move as if they have an AC

Basic Boarding Action Version 1.3 4 No Limits Science Fiction War Games
Basic Boarding Action Rules
of 5 following the standard No Limits Ships Crew
movement rules. Unless otherwise noted all ships crew may
be at green, Able or Veteran crewman.
Hacker (5 Points) Can lock and unlock any
door on the ship remotely. Must be in Ships Medic
contact with a terminal. 3 AC Some ships are not large enough, important
enough or rich enough to afford a full-
Chief Security Officer:
fledged ships doctor. Medics are trained to
Charged with the security of the ship and handle most common injuries and are able
any defensive or offensive weapons the to stabilize severely injured crewmen and
ship may possess. A fat, slow merchant place them into cold sleep until the ship can
vessel is often no match for an armed pirate reach a medical facility. A ships medic must
or raider, but sometimes a veteran Security be at least an Able Body Crewman.
officer may have a trick or two up his
sleeve. Medic Skill (2 Points) When in base to
base contact with a model reduced to 0
Bag O Tricks (10 Points) The security
wounds roll 1d10. If in the ships medical
officer does something sneaky such as
bay subtract 1 from the roll. Every wound
electrifying the hull of the ship or uses
received over the total wounds of the
tractor beams to orient the ship so the
Model serve as a + modifier. Example: A
airlocks dont meet. In effect delaying all
unit with 1 wound is hit twice by an
the invaders from boarding at once. During
automatic weapon causing 2 points of
turn one the attacker may only place one
damage. Since the unit can only take 1
squad in the starting area. On subsequent
wound, the other point counts as a +1
turns the attacker must roll 5 or less on
modifier for the medic. (The hit unit is
1d10 for each squad to bring them onto the
pretty messed up) Costs 5 AC per
ship.
attempt.
Advanced Ships Locker (10 points) Ships Medic Healing Table
Having a licensed security officer allows for Healed. The treated model regains a wound
use of an Advanced Ships Locker containing 1 and will begin its next activation prone but
more powerful weapons. Note: The point may otherwise act as usual
cost of each weapon used must still be Stabilized. The treated model may get one,
and only one, more chance at being healed,
applied to the model using it. 2-6 with a -1 bonus. Further attempts
automatically result in a "He's dead Jim"
Follow Me Boys! (10 Points) All units in result.
the same squad with the Security officer get He's dead Jim. The treated model succumbs
a bonus of 1 to all ranged and CC attacks 7-10 to physical trauma and is removed as a
casualty as normal.
and roll on the Security Officers CO for
Morale Checks.

Basic Boarding Action Version 1.3 5 No Limits Science Fiction War Games
Basic Boarding Action Rules
Healing Modifiers Industrial Class
If in Medical Bay -1 Industrial Class bots may look similar to the
For each doctor, medic, and or Medical Droid Engineering Class, but the difference usually
-1
in base to base contact
For each point of damage received over the
lies in their programming. Built to tackle
+1 repetitive, dangerous or unskilled work
total wounds of the unit
these bots include: Cargo Robots,
General Crewman. Construction Droids, Power Droids, Delivery
Any crewman who might be, but not limited Bots, and the like.
to being a technician, security, purser,
Yeoman, cook, etc. may be selected from Medical Class
the Green, Able, or Veteran categories. These highly programmed robots server as
nurses, lab assistants, and surgeons.
Robots and Droids. However all except the most highly
Many duties aboard ship are dangerous, advanced (and expensive) can operate
mundane, or just boring. Many times these without a living doctor supervising.
tasks are assigned to a robot. After the
Combat Class
initial expense, Bots, or Droids offer
significant savings in the long run. Their The combat class includes everything from
drawback is that they are limited to their guard robots to deadly military grade Battle
programing and are often unable it Droids. It is highly illegal for civilians to own
improvise and create innovative ways to military grade robots, but distance,
deal with unusual problems. Bots may be changing laws, and time have somewhat
assigned to a single department and may blurred the line on what a military grade
choose an appropriate skill. In addition all robot is.
Droids and Bots have a built in Rudimentary Domestic Class
Security Protocol and will attempt to defend
Domestic class robots are those that are
the Ship, Crew and passengers. The ship may
specifically programmed to interact and
have up to five robots per engineer.
server their living masters. These include
cleaning bots, chef droids, valet droids,
Robots fall in 5 broad categories:
protocol droids, entertainment bots, nanny
Engineering
bots, etc.
Medical
Combat
Industrial
Domestic

Engineering Class
Bots that fall under the Engineering class
include but are not limited to: Astromech,
Maintenance, and Tool Bots. These robots
tend to have greater skill and ability in their
area of expertise. Droids with lesser skills
and programmed for simple tasks are Civilian I-Bot
classified as Industrial. By Antenocities Workshop

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Basic Boarding Action Rules
Robot and Droid Profiles Itoyo 950 Cargo Robot Points: 108
Tool-Bot Mk II Points: 89 AC RA CC ST T W CO AR
AC RA CC ST T W CO AR 10 0 3 6 5 2 5 74
10 3 3 6 6 2 5 6 Skills: Self Sacrifice, Unshakeable
Skills: Self Sacrifice, Team Work, Unshakeable, Power Claw x2
one of the following. UC SR MR LR RoA ST DA
Laser Welder (Laser Rifle) Points: 25 6 Close Combat 1 7 1
UC SR MR LR RoA ST DA Notes: PM -2
5 4/+1 8/0 12/-1 2 5 1
Notes:
Chain Cutter (Chain Sword) Points: 15
UC SR MR LR RoA ST DA
6 Close Combat 1 7 1
Notes: PM -1
Power Claw Points: 17
UC SR MR LR RoA ST DA
6 Close Combat 1 7 1
Notes: PM -2

Itoyo 950 Cargo Robot


Model by Ebbles Miniatures

Robots Skills by Class


Droid Class Skill Points
Medical Doctor 4
Medic 2
I know this ship 4
Engineer and Tool Bots Security Access 1
Miniatures by Reaper, painted by Tony Gryskiewicz Engineer Tech 9
Hacker 5
Medical Droid Points: 64 I know this ship 4
AC RA CC ST T W CO AR Security Access 1
10 0 2 2 5 2 5 3 Industrial I know this ship 4
Skills: Self Sacrifice, Unshakeable Combat I know this ship 4
Weapons: Laser Scalpel Security Access 1
Domestic I know this ship 4
Astromech Droid Points: 66 Security Access 1
AC RA CC ST T W CO AR
10 2 2 4 5 2 5 3
Skills: Self Sacrifice, Unshakeable Civilians and Passengers
Weapons: Under Unusual circumstances Civilians and
Passengers may be given skills. Most of the
time civilians or passengers are in the way
and running in the wrong direction.

Basic Boarding Action Version 1.3 7 No Limits Science Fiction War Games
Basic Boarding Action Rules
However, they may add some spice to the and teardrop template weapon damage
game by serving as an objective or plot may not be redirected onto a sacrificial
device. model.

Other passengers may be families, Ships Locker:


colonists, business people, aliens, tourists, Pistol (Revolver) Points 4
UC SR MR LR RoA ST DA
refugees, etc. Most will use the Green crew
4 6/+1 12/0 18/-1 1 5 1
profile and generally have no special skills. Notes: Close Combat
VIP
Blaster Points 4
Money Talks (10 Points) Roll 2D10. If UC SR MR LR RoA ST DA
one die is 10, the VIP bribes the attacking 4 8/+1 16/0 24/-1 2 4 1
units to allow him safe passage. The VIP Notes:
does not count toward victory conditions. If
two 10s are rolled the VIP pays off the Machine Pistol Points 7
UC SR MR LR RoA ST DA
attackers and they leave. Instant win for
5 5/+1 10/0 15/-1 2 5 1
the defending team. Set up and play Notes: Close Combat
another game! Only useable once per
game. However if two 1s are rolled the Light Laser Rifle Points 5
attackers believe they can have a very UC SR MR LR RoA ST DA
valuable hostage and will stop at nothing to 4 10/+1 20/0 30/-1 1 5 1
capture the VIP. Attackers get a bonus of 1 Notes:
to all CO rolls.
Assault Rifle Points 13
Body Guard UC SR MR LR RoA ST DA
6 10/+1 20/0 30/-1 2 6 1
Must stay in the squad with the person Notes: AM -1
they are protecting. Choose the Crew
profile you wish to use and add the Self Shotgun Points 6
Sacrifice Skill to the point cost. Body UC SR MR LR RoA ST DA
Guards are usually armed with easily 5 4/+1 8/0 12/-1 2 5 1
concealable weapons such as Hand Guns Notes: Knock Prone
and SMGs.
Knife Points 3
UC SR MR LR RoA ST DA
Self-Sacrifice (3 Points) - A model with the 4 Close Combat 1 +1 1
sacrifice ability may take all damage Notes:
originally intended for another model.
When damage is assigned to a target Sword Points 4
model, all damage may be redirected UC SR MR LR RoA ST DA
directly on a model with the sacrifice ability 4 Close Combat 1 +1 1
Notes: PM -1
within 2. The model to be sacrificed
immediately takes the damage which may Smoke Grenade Points 2
not be saved in any way. The originally UC SR MR LR RoA ST DA
targeted model takes no damage or effects 5 2+ model ST in inches 1 - -
of any damage whatsoever. Blast weapons Notes: Indirect, 3 smoke template

Basic Boarding Action Version 1.3 8 No Limits Science Fiction War Games
Basic Boarding Action Rules
Advanced Ships Locker uniform that their crew members are
Power Sword Points 6 required to wear. In some cases these can
UC SR MR LR RoA ST DA also be used as emergency vac suits and are
6 Close Combat 1 5 1 made of durable, flame resistant material
Notes: PM -1 that offers some physical protection.
Flamer Points 8
UC SR MR LR RoA ST DA
Light Vac Suit A light duty vac suit used
5 MTT 1 5 1 by high tech or affluent groups. Easy to
Notes: move in, and offers a bit of physical
protection.
Sniper Rifle Points 24
UC SR MR LR RoA ST DA Standard Duty Vac Suit The most
6 20/+1 40/+0 60/-1 1 7 1 commonly used suit used by most races.
Notes: PM -2
Comes in a variety of types and styles and
Frag Grenade Points 8
various tech levels. Offers a bit more
UC SR MR LR RoA ST DA protection than the Light Vac Suit.
5 2+ model ST in inches 1 5 1
Notes: Indirect, 2 blast Hazardous Environmental Suit This
suit is often used by ships engineers and
Heavy Machine Gun Points 33 those who work in Hazardous areas such
UC SR MR LR RoA ST DA
places with high radiation, or dangerous
8 12/+1 24/+0 30/-1 4 7 1
Notes: PM -1
temperatures. Due to the high initial cost,
and maintenance cost, most free traders,
Sentry Gun Mk I (SMG) Points 17 and smaller corporate ships will only have
UC SR MR LR RoA ST DA two or three of these suits aboard.
5 5/+1 8/0 12/0 2 5 1
Always on hold. Will always fire at closest Advanced Armor
Notes:
enemy. Costs 4 AC to set up or take down. Name / Type AR RE Pts
AC RA CC ST T W CO AR Flak Armor 3 - 3
5 3 - - 3 2 - 1 Shield Generator +3 - 9
Distortion Field - - 7
Extreme Hostile Environment Suit 6 +2 10
Crew Armor
The following items are considered normal Flak Armor Standard Issue military or
duty equipment that can grant crew paramilitary flak armor.
members armor.
Shield Generator - Zone effect. An
Name / Type AR RE Pts engineer, scientist, or Security Chief may
Light Duty Uniform 1 - 1 operate a shield generator to provide
Light Vac suit 1 - 1 additional protection to friendly units. All
Standard Duty Vac suit 2 - 2
have the educational background or special
Hazardous Environmental Suit 3 - 3
training to use it. The model with the shield
Light Duty Uniform Many corporate, generator may enable the shield when he is
military, and free traders have a standard

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Basic Boarding Action Rules
activated. Activation of the shield generator
costs zero AC. All models subsequently making ranged
attacks at targets within a distortion field
All models within the tech models CO range suffer an RA 2 penalty on top of all other
gain +3 to their AR value whilst the shield is modifiers whilst the field is active.
active. No enemy ranged attacks may be
made which would pass completely through Enemy attacks must be targeted at models
the area affected by the shield generator. inside the shield generator zone.
Enemy attacks must be targeted at models When the model controlling the shield
inside the shield generator zone. generator is next activated, he may either
deactivate the shield or attempt to keep it
When the model controlling the shield operating. If he attempts to keep it
generator is next activated, he may either operating, he must roll a 5 or less on a
deactivate the shield or attempt to keep it D10. If successful, the shield remains active.
operating. If he attempts to keep it If unsuccessful, the shield generator burns
operating, he must roll a 5 or less on a out and may not be used again. For each
D10. If successful, the shield remains active. engineer, scientist or security chief helping
If unsuccessful, the shield generator burns to maintain the field add -1 to the die roll
out and may not be used again. For each up to a maximum of -3. 3 AC for each unit
engineer, scientist or security chief helping maintain the field.
to maintain the field add -1 to the die roll
up to a maximum of -3. 3 AC for each unit If the operating model is removed from play
maintaining the field. as a casualty, the shield generator effect is
lost at the end of the active models
If the operating model is removed from play activation.
as a casualty, the shield generator effect is
lost at the end of the active models A zone effect may not overlap another
activation. friendly zone effect. If two zone effects
should overlap, the controlling player
A zone effect may not overlap another decides which shield is deactivated.
friendly zone effect. If two zone effects
should overlap, the controlling player Extreme Hostile Environment Suit.
decides which shield is deactivated. These heavily armored suits are built to
protect the wearer from extreme radiation,
Distortion Field - Zone effect. An corrosive environments, extreme pressure
engineer, scientist, or Security Chief may and other extreme space hazards. While
operate a shield generator to provide not standard on most ships, they can be
additional protection to friendly units. All found on salvage and deep exploration
have the educational background or special ships. Even in these cases there will only be
training to use it. The model with the shield two at the most. Typically one for use, with
generator may enable the shield when he is the other as a backup.
activated. Activation of the shield generator
costs zero AC.

Basic Boarding Action Version 1.3 10 No Limits Science Fiction War Games
Basic Boarding Action Rules
Scenarios
Legendary Office Equipment List Outbreak
Legendary officers may choose one item Apparently a space station didnt follow
from each of the following lists. proper quarantine procedure. The entire
crew of the station has become infected
Weapons
and turned into Space Zombies!
Energy Sword Points 13
UC SR MR LR RoA ST DA
6 Close Combat 2 6 1 Player ones ship has been dispatched by the
Notes: local government and promised a huge
reward if they can access the stations
Chain Sword Points 14 control center computers and get vital
UC SR MR LR RoA ST DA medial information back to the government
6 Close Combat 1 5 1 before the infection spreads or they have to
Notes: PM -1
destroy the space station.
Hand Flamer Points 4
UC SR MR LR RoA ST DA Set up:
4 Small (TTS) 1 5 1 The Zombie player sets up 75% of his forces
Notes: as sleepers. The player places the
sleeper units in any room they wish. The
Bolt Pistol Points 10 sleepers will only be activated when
UC SR MR LR RoA ST DA awakened by the others player units.
5 5/+1 10/0 15/-1 2 5 1 The other 25% of the zombies are placed in
Notes: Close Combat, PM -1
random halls as roamers. None of the
roamers may start in LOS of the starting
Plasma Pistol Points 8
UC SR MR LR RoA ST DA airlock. When the roamer is activated roll
5 4/+1 8/0 12/-1 1 6 1 1D10 to determine direction and move the
Notes: Close Combat, PM -2 AM -3 roamer half the distance shown (rounding
down).

Armor The starship crew starts at an airlock and


Name / Type AR RE Pts must make their way to the control room.
Artisan Crafted Flak Armor 3 +1 4
Upon reaching a control panel a unit must
Heavy Flak Armor 3 +2 6
Medium Carapace Armor 5 +2 7
expend 5 AC to retrieve the medical
information. That unit must then reach the
airlock to complete the mission
Special Equipment successfully.
Item Pts
Scanner 4 Zombie activation.
When a roamer wanders into LOS of the
crew (or vice versa), they may activate
normally. They may also be awakened
like the sleepers

Basic Boarding Action Version 1.3 11 No Limits Science Fiction War Games
Basic Boarding Action Rules
army list. The alien player rolls 1d10 and
Awakening the sleepers. gets half that many blips. One blip (the
There are several ways the crew can draw player must write down which one)
the attention of the sleepers upon represents the Alien, the others represent
themselves. sensor shadows and anomalies. The alien
player then places his blips in the ship. The
Movement. Moving quickly and noisily alien player may activate each blip in turn
may attract zombies! The faster a crewman and move them as an actual Alien. A blip is
moves, he is more likely to make noise. revealed when a crewman is in LOS of a
Note the movement of each activated unit blip.
and roll 1d10 after the move. If the roll is
equal to or less than the distance moved Hormagast Points: 56
zombies within 10 have heard the noise AC RA CC ST T W CO AR
and may be activated as normal. 8 2 4 4 4 1 5 2
Skills: Hive Mind, Rapid Move, Swarming, Team
Close Combat If units are engaged in close Work, Devour
combat without firearms roll 1d10. On a Scythes x2
result of 5 or less zombies within 10 are UC SR MR LR RoA ST DA
4 Close Combat 1 +1 1
awakened and activated as normal.
Notes: 1 reach, -1 PM
Ranged Combat If units are engaged in
ranged combat or Close combat with fire
arms roll 1d10. On a 9 or less zombies
within 20 are awakened and are activated
as normal.

Options
Give the zombie player more
starting points.
Add some more powerful units from Hormagast.
Model by Games Workshop
the Druush army list.
Use the zombie Infect rule on
Termagast Points: 44
eliminated crewman. AC RA CC ST T W CO AR
8 4 2 4 4 1 5 2
Alien
Skills: Hive Mind, Rapid Move, Swarming, Team
One of the cargo containers was found Work, Devour
open; or rather something chewed and Flesh Eater Bio Weapon
clawed its way out from the inside. The UC SR MR LR RoA ST DA
crew must find what it is and discover if its 4 4/+1 8/0 12/-1 1 5 1
dangerous (and of course it is)! Notes: 1 reach, -1 PM

Alien Set Up
The alien player may select a Soul Stealer,
Termagast or Hormagast from the Nids

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Basic Boarding Action Rules
see how many turns the crew must hold off the
natives before the ship can take off. Once
Soul Stealer Points: 95 airborne any remaining primitives on board will
AC RA CC ST T W CO AR immediately surrender.
9 2 4 5 5 1 5 3
Skills: Quick Move, Team Work, Climb, Precise Crew Set Up.
Strike, Infiltrate The Crew may place anywhere on the ship
Claws with the following exception. The Chief
UC SR MR LR RoA ST DA Engineer must remain in the Engine room
5 Close Combat 2 +1 1 and may not expend any AC on combat. If
Notes: -1 PM he does, that turn does not count toward
Talons activating the engines. If the Captain stays
UC SR MR LR RoA ST DA in Engineering for the entire game, you may
5 Close Combat 2 +1 1 subtract 1 from the initial die roll, in effect
Notes: -2 PM letting the ship leave 1 turn earlier. This
simulates the Captain helping the Chief
Crew Set Up Engineer or yelling at him or both. The
The Crew starts on the bridge and must Captain may engage in combat while in the
eliminate the Alien. room. This will not affect the leaving
bonus. However the Captain may not leave
Options the room for the bonus to count.
Use the Zombie Infect rule and
make more Aliens! The rest of the crew may have boxes and
Give the crew only improvised crates stacked in halls to use as cover.
weapons.
Start with a small point value Alien Primitives Setup.
and after each turn replace it with a May start outside any airlock they choose.
higher Point value Alien to represent They may divide up their forces and come in
that it is growing! multiple airlocks or all try to enter in from
one.
The Natives are Restless Special Rule.
The Ship has landed on a planet that has a If the natives are in the engine room, that
primitive humanoid species. Normally this
turn does not count toward the engines
poses no problem since the primitives trade
valuable furs and other natural resources for being repaired. Its hard to change the oil
low cost, low tech good. However something when someone is chasing you with a spear!
has stirred them up and they have decided to
take the ship and everything that is in it! Typical profile for humanoid primitives
would be:
In these circumstances the prudent Captain
would simply seal the ships hatches and take Primitive Points: 16
off. Unfortunately the Chief Engineer has taken AC RA CC ST T W CO AR
this time to break down the engines for the 8 3 3 3 3 1 6 1
equivalent of a galactic oil change. Roll 1D10 to

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Roll 1d10 for the number of game turns
before the loon blows up, shoots, spaces or
Primitive Leader Points: 21 otherwise harms the hostages.
AC RA CC ST T W CO AR
8 4 4 3 3 1 7 1 Each turn the crew rolls 1d10. If a 1, 2, or 3
is rolled they have met one of the crazy
persons demands granting one crew unit
In addition to knifes and swords (see ships
an additional activation that turn. (The
locker for details) primitives may be armed crazy is distracted long enough for that
with a variety of weapons such as muskets, crew member to do something).
bows and arrows, blow guns, etc. The
following are some suggested weapons. The Crazy may not shoot any hostages until
the time limit has run out or if one of the
Spear Points -1
crew shoots at him.
UC SR MR LR RoA ST DA
3 4/+1 8/0 12/-1 1 4 1
Notes: Close Combat, 1 reach
Special note: Shooting into Close Combat
rules are in effect! See page 1.29 in the No
Blow Gun Points 5
Limit Rules. This includes if the crew is
UC SR MR LR RoA ST DA shooting at the hostage taker while he is
4 5/+1 10/0 15/-1 2 4 1 standing in base to base contact with the
Notes: hostages.

Musket Points 3 Firing models must normally make a


UC SR MR LR RoA ST DA command (CO) test before they may fire
3 8/+1 16/0 24/-2 1 4 1 into close combat. If the test is successful,
Notes: PM -1 roll to hit as normal applying the usual
modifiers.

Rescue the Hostages If the shot hits, the actual model struck
One of the Passengers has lost his mind and must then be determined. Roll a dice for
taken a group of other passengers and a each model in the combat, the model with
cleaning droid hostage. He says that he will the lowest result was hit.
kill the passengers (and the droid) if his
demands are not met! His demands are the Subtract 1 for large models in the combat
following: as they are easier to hit.
1. A bowl of fruit with smiley faces
drawn on them in permanent ink. If there are several combatants involved, all
2. A droid that sings opera and can the dice can be rolled at the same time with
dance the hula. different colored dice being used to
3. A shuttle painted white with blue represent different models.
and red racing stripes and the
number 53 painted on it and that
everyone must refer to as Herb.

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Protect the Droids captured by dealing non-lethal damage to
Two passengers with two droids boarded at them.
the last port of call. Unbeknown to the
crew, one of the droids is carrying secret After a critter is incapacitated, take note of
information to a group of rebels about a which unit has possession of the critter.
giant space weapon. Along the way the
ship is intercepted by the giant space Eliminating the competition
weapon people. Roll 1d10 for the number While the ships captains and the Space
of game turns. Station officials might officially frown on
such tactics, a captain who gets the
Crew contract might be willing to forgive his crew
Keep the droids safe until the game ends. for beating up the other crew remember
After all you are their only hope. all damage is non-lethal

Giant Space Weapon Guys If a crewmen that has a critter in its


Capture the droids before the game ends. possession becomes incapacitated, the
critter can be looted by any unit that comes
in base to base contact.
Cargo (on the) Run
This scenario is best run with three players Options
or two players and a referee. Allow only Close Combat
Replace the small critters with a few
On a local space station two crews have large critters
arrived looking for a cargo. However, there Replace all the critters with one
is only one cargo available, A shipment of really, really large critter with lots of
live animals that need to arrive at a game wounds.
preserve three systems away. But the Replace all the critters with one
animals have gotten out of the space really, really large critter with lots of
stations cargo hold and are wandering the wounds and really big teeth.
space station. The station cargo master
will award the shipping contract to the crew
that can round up the most critters in the
time it takes both ships to fuel.

Roll 1d10 for the number of game turns.

Setup
Player 1 & Player 2 start in any airlock.
Player 3 or referee place an odd amount of
space critters anywhere in the ship.

Special Rules
In this scenario any damage done is
assumed to be non lethal. Critters can be

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Tokens

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Blip Movement .......................................... 4
Table of Contents Hacker ........................................................ 5
Zero G Environment .................................... 1
Chief Security Officer: .................................... 5
Ship Crew ....................................................... 1
Bag O Tricks ............................................... 5
General Rules ................................................. 2
Advanced Ships Locker .............................. 5
Unit Coherency .......................................... 2
Follow Me Boys! ........................................ 5
Squads ........................................................ 2
Ships Crew ........................................................ 5
Doors .......................................................... 2
Ships Medic.................................................... 5
General Skills .................................................. 2
Medic Skill .................................................. 5
Zero G Ops.................................................. 2
Ships Medic Healing Table ......................... 5
Security Access ........................................... 2
Healing Modifiers....................................... 6
I know this ship........................................ 2
General Crewman. ......................................... 6
Ships Officers ..................................................... 2
Robots and Droids. ........................................ 6
Captain ........................................................... 2
Engineering Class ....................................... 6
Like the Back of my Hand ........................ 2
Industrial Class ........................................... 6
Self-Destruct .............................................. 2
Medical Class ............................................. 6
Chief Engineer ................................................ 3
Combat Class ............................................. 6
Like the Back of my Hand ........................ 3
Domestic Class ........................................... 6
Jam the Door!............................................. 3
Robot and Droid Profiles ........................... 7
Suck Vacuum!............................................. 3
Robots Skills by Class ..................................... 7
Ships Doctor ................................................... 3
Civilians and Passengers ................................ 7
Doctor Skill ................................................. 3
VIP .................................................................. 8
Ships Doctor Healing Table ........................ 3
Money Talks ............................................... 8
Healing Modifiers ....................................... 3
Body Guard .................................................... 8
Chief Scientist................................................. 3
Self-Sacrifice .............................................. 8
Shooting at Shadows.................................. 3
Ships Locker: .................................................. 8
Sensor Shadow Blip Tokens. ...................... 4
Advanced Ships Locker .................................. 9
Blip Movement........................................... 4
Crew Armor.................................................... 9
L33t Hacker ................................................ 4
Light Duty Uniform .................................... 9
Scientist .......................................................... 4
Light Vac Suit ............................................. 9
I Blinded Them With Science ..................... 4
Standard Duty Vac Suit .............................. 9
Sensor Shadow Blip Tokens ....................... 4

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Hazardous Environmental Suit................... 9
Advanced Armor ............................................ 9
Flak Armor .................................................. 9
Shield Generator ........................................ 9
Distortion Field......................................... 10
Extreme Hostile Environment Suit. .......... 10
Legendary Office Equipment List ................. 11
Weapons .................................................. 11
Armor ....................................................... 11
Special Equipment.................................... 11
Scenarios .......................................................... 11
Outbreak ...................................................... 11
Alien ............................................................. 12
The Natives are Restless .............................. 13
Rescue the Hostages .................................... 14
Protect the Droids ........................................ 15
Cargo (on the) Run ....................................... 15
Tokens .............................................................. 16

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