FUBAR 40K Boarding Actions! Boarding Parties: Inquisition Investigation Team
FUBAR 40K Boarding Actions! Boarding Parties: Inquisition Investigation Team
Boarding Parties
Introduction Space Marine Terminators are Elite Space Inquisition Investigation Team
Most of the players will choose to play a Boarding Marines from the 1st Company who wear There are a thousand reasons why a member of the
Party from the Imperial Navy, Space Marines, Terminator Armour [Battlesuits]. They are armed Ordos Hereticus , Malleus or Xenos may choose to
Rogue Trader, Inquisition or Tau. with a Storm Bolter [LMG] and a Power Fist [+3 in investigate a Hulk.
Each force listing gives you a reasonable, but not close combat]. They can be deployed singly to An Inquisitor is a formidable agent of the
extensive set of options from which to create a support their lesser armoured brethren or in squads Imperium. His equipment is the best that his Ordo
boarding party. Feel free to add to this. of five. can provide. Thus he is Elite, and has a 2+ armour
At the end of each section you will find points One Terminator in a squad can be armed with a save. His ranged weapon is the equivalent of a
values for individuals and units, with various Chainfist for breaching bulkheads. One can carry an Bolter in effect, and he will have a Power Weapon.
weapon combinations. Assault Cannon [HMG]. He will have a retinue of four highly competent
A Chaplain is an Elite Space Marine who wears Agents. These are Veterans, each of whom is the
Imperial Navy Boarding Party Power Armour and carries a Bolt Pistol and a Power equivalent of a Space Marine in arms and armour.
The Imperial Navy is often called upon to explore Weapon [+1 in combat, ignores Armour Saves]. Any However they will look like ordinary Imperial
and clear Hulks. Space Marines are not always squad accompanied by a Chaplain gets +1 in citizens.
available. When they have to do so they form combat and is immune to Terror.
Boarding Parties which they arm and armour with An Inquisitor may choose up to two psychic
A Space Marine force with at least four squads can powers from the Imperial list below.
whatever they have to hand. have a Captain. He is an Elite Space Marine who
Navy Squads consist of eight Ratings, including a He may deploy one squad of Sisters of Battle if he is
wears Power Armour and carries a Bolt Pistol and a Ordo Hereticus, Grey Knights if he is Ordo Malleus,
Petty Officer. Power Weapon.
Three such Squads make up a Boarding Party and or Deathwatch if he is Ordo Xenos.
A Space Marine Librarian is identical to a Captain Grey Knights deploy as a squad of six Elite Space
have a small Command Squad and possibly some
but can have two psychic powers. He carries a Force Marines in Power Armour. Each is armed with a
specialist support troops.
Weapon – [i.e. it ignores armour saves] that is +1 in Bolt Pistol and a Nemesis Force Weapon (this
Navy Ratings and their Petty Officers are Seasoned .
close combat and +2 vs. Daemons. Power Weapon can affect Bulkheads & Hatches).
They are armed with a Shotgun or Laspistol, and a
Cutlass (+1 in Close Combat). Ratings wear Flak Points Costs Because of their specialized weaponry they are +2
[Medium Armour]. Tactical Squad: 85pts. in combat with Daemons.
One Rating in a Squad can also carry a Flamer, a Plasma Pistol for Sergeant +5pts. They can also deploy in Terminator armour.
Breaching Charge, or a Thermal Lance (Power Heavy Bolter or Flamer: +5pts. Sisters of Battle deploy as a squad of seven
Weapon). Scout Squad: 56pts. Veteran troops in Power Armour and armed with
A Command squad consists of a Lieutenant and 4 Terminators: 27pts each. Bolters. One Sister can carry a Flamer or Meltagun,
Guardsmen and are Veterans. Chainfist: +5pts. and another can carry a Heavy Flamer. Because of
The Lieutenant has Flak Armour, a Bolt Pistol [a Assault Cannon: +10pts. their faith they get a 4+ save against any Psychic
Pistol with 2FP] & Cutlass. Chaplain: 21pts. Power used against them.
One Petty Officer, or a Veteran from the Command Captain 20pts. Deathwatch count as a squad of Space Marines,
Squad, can be armed with a Meltagun [2FP, Range Librarian: 23pts. except that they are Elite and each squad chooses a
10 squares, can affect Bulkheads & Hatches]]. specific Xenos race to specialise in (Eldar, Dark
Rogue Trader Salvage Crew
One Squad can be designated as Veterans. These Eldar, Tau, Necron, Ork or Tyranid).
Rogue Traders often the ones who first find Hulks
have Carapace [Heavy Armour]. If you wish some or Against their chosen race they get +1 to all
as they drift in deep space. The potential for profit
all of these can be armed with Combat Shotguns. Expertise checks of any kind.
drives them to investigate these ancient treasure
One Regulator can be added to a Boarding Party. The Inquisitor can also deploy up to two squads of
houses.
He is a Veteran and is armed with, Flak Armour, a Veteran Imperial Ratings, each led by a Petty
A Rogue Trader boarding party consists of the
Bolt Pistol & Cutlass. No figures in a Unit containing Officer.
Trader and his retinue, supported by his crew
a Regulator can be Suppressed. He can also allow (count as Navy Rating squads, but without a Points Costs
his Unit to reroll a failed activation roll by the Command Squad) and his Servitors. Inquisitor: 25pts.
simple expedient of shooting a man dead. He can Agents: 18pts each.
A Rogue Trader is a dangerous opponent. Their
do this but once per turn. Sisters of Battle Squad: 90pts.
equipment is the best that money can buy. Thus
Points Costs they are Elite, and have a 3+ armour save, their
Flamer: 5pts.
Navy Squad: 64 pts. Meltagun/Heavy Flamer: 10pts.
ranged weapon is the equivalent of a Bolter in
Veteran Squad: 104 pts. Grey Knight Squad: 132pts.
effect, and they each have a Power Weapon.
Command Squad: 65 pts. Grey Knight Terminator Squad: 150pts.
They will have a retinue of four highly competent
Flamer/Thermal Lance Deathwatch Squad: 95pts
Henchmen. These are Veterans, each of whom is
or Breaching Charge: +5 pts.
Meltagun: + 10pts.
the equivalent of a Space Marine in arms and Psychic Powers - Imperial
armour. However they will look like ordinary A Space Marine Librarian or Inquisitor can choose
Regulator: 14pts.
Imperial citizens. his two powers from the list below.
Space Marine Strike Force Supporting this force a Rogue Trader may have up All powers require a successful Expertise check
Most Space Marine Chapters are trained and armed to six Servitors. A Servitor is a dangerous amalgam before they work.
for boarding and clearing actions. of man and machine. Smite: Counts as a Light AT Gun attack [range 12”].
These usually deploy in Boarding Squads of 5 A Servitor is Seasoned, has the equivalent of Force Dome: Gives the Psyker and his unit +1 to
Marines, including a Sergeant. Carapace Armour, and each one is armed with one their Armour Saves.
They are Veterans and are armed with Bolters [an of the following: Machine Curse: Causes a single automatic hit to a
Assault Rifle but with 3FP's] and Grenades. • Heavy Bolter [HMG], visible vehicle within 24”.
The Sergeant can exchange his Bolter for a Bolt • Flamer [Flamethrower] Avenger: Counts as a Flamethrower attack, but in a
Pistol and a Chainsword, or a Plasma Pistol [a Pistol • Scything Blades (4 attacks in close combat), path one square wide and up to twelve squares
with 2FP’s]. • Chainfist. long.
Space Marines wear Power Armour. Some Rogue Traders also board hulks Quickening: Psyker strikes first in close combat.
One of the Marines can exchange his Bolter for a accompanied by their Astropath. This is a Might of the Ancients: +2 in close combat and can
Heavy Bolter or Flamer, He is capable of Walking Veteran, with a Laspistol, no armour and one of affect vehicles.
and firing this weapon. the following psychic powers: Force Dome, The Gate of Infinity: The Psyker and his unit can
Space Marine Scouts are Seasoned. The Machine Curse or Quickening. move 24” as a Run activation, ignoring intervening
Sergeant is a Veteran. They are armed the same as Points Costs terrain, figures and vehicles.
their Marine brothers, but they can exchange their Rogue Trader: 20pts. The Vortex of Doom: This counts as a Heavy
Bolters for Shotguns. Space Marine Scouts have Henchmen: 18pts each. Cannon attack with a range of 12”.
Carapace [Heavy Armour.] Servitors: 15pts.
Astropath: 20pts.
© Craig Cartmell [FUBAR elements]. All other names and concepts remain the exclusive copyright of Games Workshop Ltd.
FUBAR 40K Boarding Actions! Boarding Parties
Tau Interdiction Team
It is only recently that hulks have appeared in Tau
Space. Just like their Imperial enemies they cannot
afford to leave these floating fortresses unboarded.
Fire Warrior boarding teams deploy in squads of
6. They are Seasoned and have a Jointed Carapace
Armour giving them a 4+ save.
Most are armed with Pulse Carbines [SMG with a
20 square range]. They find the length of the Pulse
Rifle to be a problem in such close quarters. One
Fire Warrior can deploy with a Burst Cannon
[HMG].
Fire Warrior teams can be accompanied by up to
three Gun Drones. These can fly, are Seasoned,
have 4+ armour and are armed with a Pulse
Carbine. Drones cannot be Suppressed.
Drones can also be deployed in flights of 3-6 and
then count as Green.
Pathfinders are the scouts of the Tau forces. They
deploy in teams of 6 figures, are Veterans, and are
generally armed and armoured just as a Fire
Warrior squad.
One Pathfinder can have a Decryptor Pod. These
can be used to unlock hatchways.
Tau forces are often supported by Kroot Hunter
Kindreds. A Kindred numbers 6 figures. They are
Seasoned, unarmoured and carry a Kroot Rifle
[Infantry Rifle] that gives them +1 in close combat.
They are led by a Shaper, a Veteran with a Pulse
Carbine.
Even a small Tau Interdiction Team may be
supported by 1-3, XV-8 Crisis Battlesuits.
Battlesuit pilots are Veterans, with Battlesuit
armour [2+ save] that can fly and has a variable
weapons fit. They can choose three weapons from
the following list:
- Burst Cannon [HMG with a 16 square range],
- Fusion Blaster [Meltagun],
- Missile Pod [RPG with 32 square range].
Choosing the same weapon twice makes it twin-
linked, meaning you can reroll a failed attack once.
Battlesuit pilots have multi-trackers that allow each
suit to engage their weapons systems at two
different targets at the same time.
A Battlesuit team can also have two Drones. These
can be standard Gun Drones or be Shield Drones.
Shield Drones have 3+ armour [Force Shields] and
are unarmed but can choose to take each incoming
hit on the Battlesuit Team until they are destroyed.
One Crisis Battlesuit Pilot can be designated as the
Shas’vre force leader, in which case he is Elite.
Points Costs
Fire Warrior Squad: 78pts.
Burst Cannon: +5pts.
Gun Drones: 13pts each.
Pathfinder Team: 102pts.
Decryptor Pod: 10pts.
Kroot Hunter Kindred: 50pts.
XV-8 Crisis Battlesuit: 24pts.
Gun Drones: 13pts each.
Shield Drones: 8pts each.
Shas’vre Force Leader: 30pts.
© Craig Cartmell [FUBAR elements]. All other names and concepts remain the exclusive copyright of Games Workshop Ltd.