Ship boarding

By Dett Starley, in X-Wing

Any boarding action or Imperial Assault game would take waaaay longer than an actual X-wing dogfight. There's no way they would take place at the same time. Maybe an Armada scale fight, that I could see.

That is a concern, I've never actually played Imperial assault so I'm not opposed to cherry picking it's hardware and using what I think works and ignoring elements that get in the way. Or maybe the timing could work if you put a 2:1 or 3:1 ratio of turns per round. But "no way" to make it happen? Never tell me the odds ( especially if you think they're 0)

I would think that the boarding should happen once the main X-wing battle is over. Or....you board, but you don't know how the situation is going on outside. Maybe you capture the ship, but your side has buggered off?

I think how and when to integrate ship boarding poses some interesting challenges but I think finding ways to make it work is part of the fun.

The first challenge is deciding how the boarding action works.

If you take a look at the large ships (at least the ones I own) you'll see they all have some kind of docking port. Upon further research (and a few hook-ups on this thread) some of these ports are actually escape pods. That wouldn't mean those ports could not be used for boarding purposes I just want to head off naysayers. Many of these ports actually line up quite nicely when ships are placed next to each other.

The tricky part is that the ships are all different and so I think each ship should have (slightly) different boarding procedures.

The Hounds Tooth (YV-666) has a port on the bow of the ship so perhaps it's boarding rules should be: if a 1 speed maneuver (straight or bank) intersects the appropriate base side of target ship a boarding procedure is successful.

I think other conditions to consider are, do the shields have to be down? Should this be done as an action? Or after all ships have moved? (It doesn't make sense for lower pilot skilled ships to be able to dock on higher skilled pilots). I think ships should be stress free, but maybe they should have target lock?

The next issue is how to reconcile interior conflict with the space battle continuing outside.

I suppose if you are being boarded but you still have a crew member manning a turret you should still get to fire. I think I'd be an excellent dynamic having coinciding figures for each crewmember card and so if that character dies during a boarding you lose their abilities. (Also if it were a rescue mission you could potentially gain a skill (perhaps if you were to capture a character you could acquire their ability too))

I think a 3:1 maybe 4:1 ratio for interior to space rounds would be beneficial because I don't think you reall want ships tied up for that long in the space game. Achieving a boarding action would be difficult an a bit rare so I think I'd be ok that it gets a lot of focus until it's resolved.

So, what do you think people? I'd love to get some feedback

Edited by Dett Starley

Official boarding rules: If you crit a hole in the side of someone's ship, Boba Fett can jetpack over, throw something out the hole, and then jetpack off into the sunset/sarlacc.

Space Sarlacc?

I've made some good progress on my plan to have boarding. I bought some Star Wars miniatures by wizards of the coast. I'm not sure if I should use the cards and attributes on them. Or try to work something out based on their crew cards.

On 10/26/2016 at 6:47 AM, ArbitraryNerd said:

It was only "official" in the capacity that FFG had someone writing articles suggesting how to combine the RPG, X-Wing, Imperial Assault, and/or Armada.

Nothing that actually puts them together, though.

Honestly, I'd just wing it. I know there are tiles for a Star Destroyer bridge, so I'm sure you can get plenty of use out of them. I wouldn't expect much by way of accurate depictions, though.

Even though I would like to see it in Armada some how, there are just many aspects that Armada is missing (hyperspace, docking and launching fighters, ect) on simpler game-play. Boarding is one of them.

Now how it is introduced to armada (objective or upgrade) is for another post. How it introduces in X-wing, I don't know. I don't really see an Imperial Raider boarding a GR-75 transport or a C-ROC cruiser. If anything they just ion it and call in an ISD to board it.

18 minutes ago, Marinealver said:

Even though I would like to see it in Armada some how, there are just many aspects that Armada is missing (hyperspace, docking and launching fighters, ect) on simpler game-play. Boarding is one of them.

Now how it is introduced to armada (objective or upgrade) is for another post. How it introduces in X-wing, I don't know. I don't really see an Imperial Raider boarding a GR-75 transport or a C-ROC cruiser. If anything they just ion it and call in an ISD to board it.

I'm primarily thinking about large ships. I don't own any and I don't know where the ports are on the epic ships. I certainly want to work it out and get the maps. Maybe the large ships would be required to do boarding actions with the raider. I don't know where they would board, but I think there should be a minimum distance between intended docking ports. Maybe range 2 or manuvre template 3 after ion damage or maybe also when shields are down. I think each epic ship should get a security team.

In X-Wing, I could see it done fairly easily.

1. Set up an Armada Star Destroyer (or ship going to be boarded) just off the board on the Imp Player's side.

-The Star Destroyer gets one attack a round. Can target fighters, but has a 50% miss chance (roll red die, on a hit, roll actual attack). Can also target Rebel Capitol ship. Auto-hit, roll for damage, once the ship is destroyed, game ends.

2. Set up an Armada Rebel Capitol Ship off the board on the Rebel Player's Side.

-The Reb ship gets one attack a round. Can target fighters, but has a 50% miss chance. If it doesn't roll actual attack, and give ship two Ion tokens. Can also target Imp Cap Ship, which takes four ions before it has to skip one of its attack phases.

3. Rebels can either use a big base ship to transport ALL the "party," or individual fighters. Goal for Rebels is to get their "party" ship(s) off the Empire player's side of the board (towards the Capitol ship). Those characters enter into Imperial Assault mission unharmed. Any "party" in a destroyed ship, or fails to board before the Rebel Capitol ship is destroyed takes a certain amount of damage.

4. Imperials are strictly trying to kill the enemy, or delay them if you want the number of X-Wing rounds to impact the number of Imperial Assault rounds (say, there are 20 rounds at the start, to be used in X-Wing and IA combined).

5. Other bonuses for flavor, such as Imperials getting buffs/stronger units/more units for each Rebel ship destroyed (including any non-party ships), or Rebels starting with items out of the Supply Deck for each Imperial ship destoryed, or something like that.

6. IA mission has an objective, then an escape objective (get back to the hangar bay or insertion point to finish the mission).

-Wounded heroes get put on another ship, instead of their own ship (one less X-Wing ship, or possibly a random critical applies at the start if everyone rode in on the same big base ship).

7. Use remaining rounds to escape back to the Rebel side of the board. The Rebel Capitol ship doesn't have to be present, as Reb ships generally have their own hyperdrive.

-This would mean that the X-Wing match should be going on at the same time as the Imperial Assault match, so could be a spot for two different groups of players.


.... I might try and put something like this together, actually, as I'm kind of getting excited at the thought. I'd want a campaign framework, ideally, so some bonuses can be derived from that, instead of only mattering during the engagement itself, but it could also function for a one off.

2 hours ago, ArbitraryNerd said:

In X-Wing, I could see it done fairly easily.

1. Set up an Armada Star Destroyer (or ship going to be boarded) just off the board on the Imp Player's side.

-The Star Destroyer gets one attack a round. Can target fighters, but has a 50% miss chance (roll red die, on a hit, roll actual attack). Can also target Rebel Capitol ship. Auto-hit, roll for damage, once the ship is destroyed, game ends.

2. Set up an Armada Rebel Capitol Ship off the board on the Rebel Player's Side.

-The Reb ship gets one attack a round. Can target fighters, but has a 50% miss chance. If it doesn't roll actual attack, and give ship two Ion tokens. Can also target Imp Cap Ship, which takes four ions before it has to skip one of its attack phases.

3. Rebels can either use a big base ship to transport ALL the "party," or individual fighters. Goal for Rebels is to get their "party" ship(s) off the Empire player's side of the board (towards the Capitol ship). Those characters enter into Imperial Assault mission unharmed. Any "party" in a destroyed ship, or fails to board before the Rebel Capitol ship is destroyed takes a certain amount of damage.

4. Imperials are strictly trying to kill the enemy, or delay them if you want the number of X-Wing rounds to impact the number of Imperial Assault rounds (say, there are 20 rounds at the start, to be used in X-Wing and IA combined).

5. Other bonuses for flavor, such as Imperials getting buffs/stronger units/more units for each Rebel ship destroyed (including any non-party ships), or Rebels starting with items out of the Supply Deck for each Imperial ship destoryed, or something like that.

6. IA mission has an objective, then an escape objective (get back to the hangar bay or insertion point to finish the mission).

-Wounded heroes get put on another ship, instead of their own ship (one less X-Wing ship, or possibly a random critical applies at the start if everyone rode in on the same big base ship).

7. Use remaining rounds to escape back to the Rebel side of the board. The Rebel Capitol ship doesn't have to be present, as Reb ships generally have their own hyperdrive.

-This would mean that the X-Wing match should be going on at the same time as the Imperial Assault match, so could be a spot for two different groups of players.


.... I might try and put something like this together, actually, as I'm kind of getting excited at the thought. I'd want a campaign framework, ideally, so some bonuses can be derived from that, instead of only mattering during the engagement itself, but it could also function for a one off.

So where is the boarding taking place? On the star destroyer?

7 hours ago, ArbitraryNerd said:

In X-Wing, I could see it done fairly easily.

1. Set up an Armada Star Destroyer (or ship going to be boarded) just off the board on the Imp Player's side.

-The Star Destroyer gets one attack a round. Can target fighters, but has a 50% miss chance (roll red die, on a hit, roll actual attack). Can also target Rebel Capitol ship. Auto-hit, roll for damage, once the ship is destroyed, game ends.

2. Set up an Armada Rebel Capitol Ship off the board on the Rebel Player's Side.

-The Reb ship gets one attack a round. Can target fighters, but has a 50% miss chance. If it doesn't roll actual attack, and give ship two Ion tokens. Can also target Imp Cap Ship, which takes four ions before it has to skip one of its attack phases.

3. Rebels can either use a big base ship to transport ALL the "party," or individual fighters. Goal for Rebels is to get their "party" ship(s) off the Empire player's side of the board (towards the Capitol ship). Those characters enter into Imperial Assault mission unharmed. Any "party" in a destroyed ship, or fails to board before the Rebel Capitol ship is destroyed takes a certain amount of damage.

4. Imperials are strictly trying to kill the enemy, or delay them if you want the number of X-Wing rounds to impact the number of Imperial Assault rounds (say, there are 20 rounds at the start, to be used in X-Wing and IA combined).

5. Other bonuses for flavor, such as Imperials getting buffs/stronger units/more units for each Rebel ship destroyed (including any non-party ships), or Rebels starting with items out of the Supply Deck for each Imperial ship destoryed, or something like that.

6. IA mission has an objective, then an escape objective (get back to the hangar bay or insertion point to finish the mission).

-Wounded heroes get put on another ship, instead of their own ship (one less X-Wing ship, or possibly a random critical applies at the start if everyone rode in on the same big base ship).

7. Use remaining rounds to escape back to the Rebel side of the board. The Rebel Capitol ship doesn't have to be present, as Reb ships generally have their own hyperdrive.

-This would mean that the X-Wing match should be going on at the same time as the Imperial Assault match, so could be a spot for two different groups of players.


.... I might try and put something like this together, actually, as I'm kind of getting excited at the thought. I'd want a campaign framework, ideally, so some bonuses can be derived from that, instead of only mattering during the engagement itself, but it could also function for a one off.

in my experience, crossing a 3x3 mat before being destroyed is a trivial challenge for most X-Wing ships. make it two mats end-to-end, with imperials starting anywhere on the second mat and you might have an interesting challenge, however.

I agree one matt is to small, for things like this I might just use the whole surface of a big table and a side table for ship interiors

Does anyone own both imperial assault figures and Star Wars miniatures? I have none of the former, are the comparable in size. I've been assuming that IA figures are bigger. Their artwork seems superior, besides no paint-job

On 3/2/2017 at 8:23 AM, Dett Starley said:

Does anyone own both imperial assault figures and Star Wars miniatures? I have none of the former, are the comparable in size. I've been assuming that IA figures are bigger. Their artwork seems superior, besides no paint-job

IA figures are definitely not to scale, but it hardly matters as there isn't any real room for cross-over between minis.

And I was considering the "boarding" simply being going off the mat on the side of board. If you wanted it to be something more, say the Rebels have to shoot X number of Ion torpedoes at the Imperial edge of the board, to shut down the SD's defenses or something.

And two mats makes much more sense, good call.

I've since found a very handy app to use with this idea. 3D virtual Tabletop let's me load my maps and set the grid to correspond. You can add your own figures and that's all I really needed. I may start doing this on my Facebook group and see if I get any takers

I've been working on a nice easy way to put each figures stats on their virtual game piece. This is a Rodian Blaster-for-Hire that I like for the role of Mercenary Co-Pilot

IMG_0977.JPG