Boarding Actions (Void to Personal Scale Bridge)

Step-by-step boarding procedure bridging void combat (1-minute rounds) to personal scale (6-second rounds).

Boarding is the canonical scale bridge from spec-void-warfare S6: when a ship is crippled, docked, or rammed, the action drops to personal scale on the deck plan. The boarding attacker usually commands a dedicated boarding craft; the defender is the crew of the crippled ship, possibly with security-marine detachment (Legion/core, Family privateers) or Day One cultists on Derelict hulks.

This table is procedural (no die roll): the GM and crew walk down the steps in order. The check column lists the skill and DC for any test at that step. Steps marked Transition trigger the scale flip from void to personal; once triggered, all subsequent steps resolve on the personal-scale 6-second round.

Personal-weapon-on-ship and ship-weapon-on-person damage rules from spec-void-warfare S6 STILL apply: a ship's main gun is treated as an environmental hazard / massive damage at personal scale, while small arms fire is negligible to hull except via sabotage. Sabotage-against- ship is the boarding play loop and is keyed to Void System Damage and Ship Critical Hits.

Breaching ram, cutting torch, mag-lock, and airlock override are the four entry methods. Each has a different base DC (step 3).

Rules Reference

FieldValue
Data / Step 01 Approach / ActorAttacker (Pilot) and Defender (Point-Defense)
Data / Step 01 Approach / Branchesdocked-target: step-03-breach-action
Data / Step 01 Approach / Dc13
Data / Step 01 Approach / Failure Terminalrepelled:craft-disabled
Data / Step 01 Approach / Next Failurestep-01-approach
Data / Step 01 Approach / Next Successstep-02-lock-on
Data / Step 01 Approach / NotesIf the target is docked at a station, skip approach and proceed to step 3; boarding craft is already attached.
Data / Step 01 Approach / PhaseApproach
Data / Step 01 Approach / Retrynext-round
Data / Step 01 Approach / ScaleVoid
Data / Step 01 Approach / Step Idstep-01-approach
Data / Step 01 Approach / Step Number1
Data / Step 01 Approach / Terminalnone
Data / Step 01 Approach / Transitions Scalefalse
Data / Step 02 Lock On / ActorAttacker (Pilot / Engineer)
Data / Step 02 Lock On / Dc12
Data / Step 02 Lock On / Next Failurestep-02-lock-on
Data / Step 02 Lock On / Next Successstep-03-breach-action
Data / Step 02 Lock On / PhaseApproach
Data / Step 02 Lock On / Retrynext-round
Data / Step 02 Lock On / ScaleVoid
Data / Step 02 Lock On / Step Idstep-02-lock-on
Data / Step 02 Lock On / Step Number2
Data / Step 02 Lock On / Terminalnone
Data / Step 02 Lock On / Transitions Scalefalse
Data / Step 03 Breach Action / ActorAttacker (Engineer or Marine)
Data / Step 03 Breach Action / Dc Variant Durations / Cutting Torch1d4
Data / Step 03 Breach Action / Dc Variants / Airlock Override14
Data / Step 03 Breach Action / Dc Variants / Breaching Ram16
Data / Step 03 Breach Action / Dc Variants / Cutting Torch18
Data / Step 03 Breach Action / Dc Variants / Mag Lock20
Data / Step 03 Breach Action / Next Failurestep-03-breach-action
Data / Step 03 Breach Action / Next Successstep-04-personal-scale-engage
Data / Step 03 Breach Action / PhaseBreach
Data / Step 03 Breach Action / Retrynext-round
Data / Step 03 Breach Action / Retry Notes Typedcutting-torch-rerolls-duration
Data / Step 03 Breach Action / ScaleVoid
Data / Step 03 Breach Action / Step Idstep-03-breach-action
Data / Step 03 Breach Action / Step Number3
Data / Step 03 Breach Action / Terminalnone
Data / Step 03 Breach Action / Transitions Scalefalse
Data / Step 04 Personal Scale Engage / ActorBoth
Data / Step 04 Personal Scale Engage / Dc15
Data / Step 04 Personal Scale Engage / Dc Variants / Silent Approach19
Data / Step 04 Personal Scale Engage / EffectCombat is now personal-scale 6-second rounds. All standard combat rules apply (BAB, AC, powers, conditions).
Data / Step 04 Personal Scale Engage / Next Failurestep-05-initial-positions
Data / Step 04 Personal Scale Engage / Next Successstep-05-initial-positions
Data / Step 04 Personal Scale Engage / PhaseEntry
Data / Step 04 Personal Scale Engage / ScaleTransition
Data / Step 04 Personal Scale Engage / Step Idstep-04-personal-scale-engage
Data / Step 04 Personal Scale Engage / Step Number4
Data / Step 04 Personal Scale Engage / Terminalnone
Data / Step 04 Personal Scale Engage / Transitions Scaletrue
Data / Step 05 Initial Positions / ActorBoth
Data / Step 05 Initial Positions / Dc12
Data / Step 05 Initial Positions / Next Failurestep-06-engagement
Data / Step 05 Initial Positions / Next Successstep-06-engagement
Data / Step 05 Initial Positions / PhaseEntry
Data / Step 05 Initial Positions / ScalePersonal
Data / Step 05 Initial Positions / Step Idstep-05-initial-positions
Data / Step 05 Initial Positions / Step Number5
Data / Step 05 Initial Positions / Terminalnone
Data / Step 05 Initial Positions / Transitions Scalefalse
Data / Step 06 Engagement / ActorBoth
Data / Step 06 Engagement / Branch Resolutionstep-10-resolution
Data / Step 06 Engagement / Next Failurestep-06-engagement
Data / Step 06 Engagement / Next Successstep-07-breach-control
Data / Step 06 Engagement / PhaseEngagement
Data / Step 06 Engagement / ScalePersonal
Data / Step 06 Engagement / Skill Idnone
Data / Step 06 Engagement / Step Idstep-06-engagement
Data / Step 06 Engagement / Step Number6
Data / Step 06 Engagement / Terminalnone
Data / Step 06 Engagement / Transitions Scalefalse
Data / Step 07 Breach Control / ActorDefender
Data / Step 07 Breach Control / Dc15
Data / Step 07 Breach Control / Dc Variants / Contested18
Data / Step 07 Breach Control / Failure Effect Typedattacker-firebase;row6-atmo-persists
Data / Step 07 Breach Control / Next Failurestep-08-sabotage-loop
Data / Step 07 Breach Control / Next Successstep-08-sabotage-loop
Data / Step 07 Breach Control / PhaseEngagement
Data / Step 07 Breach Control / ScalePersonal
Data / Step 07 Breach Control / Step Idstep-07-breach-control
Data / Step 07 Breach Control / Step Number7
Data / Step 07 Breach Control / Terminalnone
Data / Step 07 Breach Control / Transitions Scalefalse
Data / Step 08 Sabotage Loop / ActorAttacker
Data / Step 08 Sabotage Loop / Advance Branchstep-09-deck-progression
Data / Step 08 Sabotage Loop / Dc18
Data / Step 08 Sabotage Loop / Dc Variants / Known Ship Class15
Data / Step 08 Sabotage Loop / Failure Effect Typeduncontrolled-system-damage-roll
Data / Step 08 Sabotage Loop / Next Failurestep-08-sabotage-loop
Data / Step 08 Sabotage Loop / Next Successstep-08-sabotage-loop
Data / Step 08 Sabotage Loop / PhaseSabotage
Data / Step 08 Sabotage Loop / Retryper-system-10-round-cooldown
Data / Step 08 Sabotage Loop / ScalePersonal
Data / Step 08 Sabotage Loop / Step Idstep-08-sabotage-loop
Data / Step 08 Sabotage Loop / Step Number8
Data / Step 08 Sabotage Loop / Terminalnone
Data / Step 08 Sabotage Loop / Transitions Scalefalse
Data / Step 09 Deck Progression / ActorAttacker
Data / Step 09 Deck Progression / Alt ChecksCOMBAT-MANEUVER DC 15; SKILL-ENGINEERING DC 14 (turbolift sabotage)
Data / Step 09 Deck Progression / Dc13
Data / Step 09 Deck Progression / Dc Variants / Combat Maneuver15
Data / Step 09 Deck Progression / Dc Variants / Locked Blast Door18
Data / Step 09 Deck Progression / Dc Variants / Turbolift Sabotage Engineering14
Data / Step 09 Deck Progression / Next Failurestep-09-deck-progression
Data / Step 09 Deck Progression / Next Successstep-10-resolution
Data / Step 09 Deck Progression / PhaseSabotage
Data / Step 09 Deck Progression / ScalePersonal
Data / Step 09 Deck Progression / Step Idstep-09-deck-progression
Data / Step 09 Deck Progression / Step Number9
Data / Step 09 Deck Progression / Terminalnone
Data / Step 09 Deck Progression / Transitions Scalefalse
Data / Step 10 Resolution / ActorBoth
Data / Step 10 Resolution / Branch Notes Typedcaptain-killed+successor-save-pass: step-06-engagement; captain-killed+successor-save-fail: step-11-mop-up
Data / Step 10 Resolution / Check Kindsave
Data / Step 10 Resolution / Dc13
Data / Step 10 Resolution / Dc Variants / Bridge Isolated18
Data / Step 10 Resolution / Dc Variants / Successor Command12
Data / Step 10 Resolution / Next Failurestep-11-mop-up
Data / Step 10 Resolution / Next Successstep-06-engagement
Data / Step 10 Resolution / PhaseResolution
Data / Step 10 Resolution / Save Kindwill
Data / Step 10 Resolution / ScaleBoth
Data / Step 10 Resolution / Skill Idnone
Data / Step 10 Resolution / Step Idstep-10-resolution
Data / Step 10 Resolution / Step Number10
Data / Step 10 Resolution / Terminalrepelled,withdrawn
Data / Step 10 Resolution / Transition Branchesrepelled,withdrawn
Data / Step 10 Resolution / Transitions Scalefalse
Data / Step 11 Mop Up / ActorAttacker
Data / Step 11 Mop Up / Dc12
Data / Step 11 Mop Up / Dc Variants / Reactor Breached16
Data / Step 11 Mop Up / Next Failurestep-11-mop-up
Data / Step 11 Mop Up / Next Successnone
Data / Step 11 Mop Up / PhaseResolution
Data / Step 11 Mop Up / Retry Interval1d4-hours
Data / Step 11 Mop Up / ScalePersonal
Data / Step 11 Mop Up / Step Idstep-11-mop-up
Data / Step 11 Mop Up / Step Number11
Data / Step 11 Mop Up / Terminalsecured
Data / Step 11 Mop Up / Transition Conditionsecured-only
Data / Step 11 Mop Up / Transitions Scaletrue

Notes

Data / Step 01 Approach / Effect: Boarding craft takes 1d6 hull damage per round of approach. At 0 hull it is disabled and the boarding party is space-exposed (CON DC 10 or 1d6 damage/round from vacuum).

Data / Step 01 Approach / Skill Id: Pilot

Data / Step 02 Lock On / Effect: Once locked, the boarding craft and ship share a 5 ft doorway for personal-scale combat. Defender may not fire main weapons at the locked section (PDC may still fire at OTHER threats).

Data / Step 02 Lock On / Notes: Lock-on is also when the defender sets inner airlock blast doors; if defender seals early (Engineering DC 10) the boarders must breach additional bulkheads.

Data / Step 02 Lock On / Skill Id: Engineering

Data / Step 03 Breach Action / Effect: Successful breach creates a Hull Breach (minor) -- roll TBL-VOID-SYSTEM-DAMAGE row 6 immediately on the target ship. Atmospheric loss begins; both sides' crew within 30 ft face decompression.

Data / Step 03 Breach Action / Notes: Cutting torch ignites atmosphere (1d4 fire damage/round in the breached section). Mag-lock by-passes atmosphere if defender already vented the section.

Data / Step 03 Breach Action / Skill Id: Engineering

Data / Step 04 Personal Scale Engage / Notes: This is the explicit bridge from spec-void-warfare S6. From here on, void-round rules no longer apply until the party re-secures the ship and exits. The silent-approach variant preserves BOTH authored checks: Feather-Touch's Sensors DC 18 marks the approach silent; this Perception contest still rolls, at the corpus's standard -4 sense-degradation magnitude (canon ruling 2026-07-28).

Data / Step 04 Personal Scale Engage / Skill Id: Perception

Data / Step 05 Initial Positions / Effect: Establishes deck-plan geography: 30 ft corridors, 10 ft doors, low ceilings (zero-grav sections may be open 30 ft vertical). Use standard cover bonuses from TBL-COVER-BONUSES.

Data / Step 05 Initial Positions / Notes: Station ships have 2-5 decks; shuttles are single-level. Mark the captain's bridge, reactor room, and life support on the deck plan BEFORE initiative starts.

Data / Step 05 Initial Positions / Skill Id: Tactics

Data / Step 06 Engagement / Effect: Engagement continues until one side withdraws, defenders surrender, attackers reach a key system, or attackers are repelled. Attacker morale breaks at half-casualties; defender at 75% casualties unless the captain rallies.

Data / Step 06 Engagement / Notes: Pilot combatants aboard the ship gain Pilot/DEX at -4 (no console); Engineering crew gain their skill normally. Gunners contribute by firing REARWARD weapons into the breach at -2 per round.

Data / Step 07 Breach Control / Effect: Successful seal halts atmospheric loss and ends the TBL-VOID-SYSTEM-DAMAGE row 6 cascade. Failed seal → attackers reinforce with mag-clamps and the breach becomes a defensible fire-base.

Data / Step 07 Breach Control / Notes: Venting is a defender-only nuclear option; any non-suited creatures (boarders and defenders) within 30 ft of vented section take 1d10 damage/round. Most crews reserve this for Fold-tainted boarders.

Data / Step 07 Breach Control / Skill Id: Engineering

Data / Step 08 Sabotage Loop / Effect: Success triggers a chosen entry on TBL-VOID-SYSTEM-DAMAGE with the attacker's element (acid, fire, electrical, fold-bleed). The cascade is what makes a single skilled engineer crew cripple a frigate.

Data / Step 08 Sabotage Loop / Notes: Family corvettes are deliberately warded against internal sabotage (DC +5). Industrial rigs (Anvil-sector gas extractors) have NO wards and are extremely vulnerable.

Data / Step 08 Sabotage Loop / Skill Id: Engineering

Data / Step 09 Deck Progression / Effect: Each cleared corridor makes defender reinforcements harder. Bridge is the last deck; reaching it ends defender resistance in 90% of cases.

Data / Step 09 Deck Progression / Notes: Long ships (capitals) have 5 decks and internal turbolifts (can be disabled by sabotaging the lift -- Engineering DC 14). Station ships use the same rules but on the station deck plan.

Data / Step 09 Deck Progression / Skill Id: Athletics

Data / Step 10 Resolution / Effect: Surrender → attackers gain full salvage rights (see TBL-SALVAGE-FINDS for derelict and CONTRACTS-FINDS for live). Repel → attackers suffer retreat conditions (half-casualties, no salvage). Captain killed → ship is lootable by any crew for 1d4 hours until a rival claims command.

Data / Step 10 Resolution / Notes: Family surrender terms: captain's promise of safe-conduct is binding; breaking it loses +1 faction standing with the relevant Family. Legion surrender terms are unconditional (Core Marines do not negotiate).

Data / Step 11 Mop Up / Effect: Secured ship enters scale-flip-back to void as soon as attacker crew mans stations. Engineering crew may now attempt normal repairs to the ship's pre-board damage.

Data / Step 11 Mop Up / Notes: If mop-up reveals a Fold-echo (Day One shrine / fold-tainted hulk), roll on TABLE-FOLD-CASCADE before claiming the bridge. Fold-touched hulls can become crewed ships (rare, costly).

Data / Step 11 Mop Up / Skill Id: Engineering

Columns

stepId

FieldValue
descriptionUnique key for this step.
labelStep ID
namestepId

stepNumber

FieldValue
descriptionOrder in the boarding sequence (1-11).
labelStep
namestepNumber

scale

FieldValue
descriptionWhich scale this step resolves at (Void / Transition / Personal / Both).
labelScale
namescale

phase

FieldValue
descriptionWhich phase of boarding this step belongs to.
labelPhase
namephase

actor

FieldValue
descriptionWho initiates / resolves this step (Attacker / Defender / Both / GM).
labelActor
nameactor

effect

FieldValue
descriptionMechanical outcome of this step.
labelEffect
nameeffect

notes

FieldValue
descriptionEdge cases, GM rulings, scale-bridge hooks.
labelNotes
namenotes

skillId

FieldValue
descriptionCatalogue skill ID used in check (e.g. SKILL-PILOT, SKILL-ENGINEERING, or 'none' for non-skill checks).
labelSkill ID
nameskillId

dc

FieldValue
descriptionBase Difficulty Class for the skill check; omit if no check or check uses dcVariants only.
labelBase DC
namedc

dcVariants

FieldValue
descriptionMethod-dependent or conditional DC modifiers (e.g. {locked-blast-door: 18, contested: 18}).
labelDC Variants
namedcVariants

dcVariantDurations

FieldValue
descriptionRolled durations for specific method variants (e.g. {cutting-torch: 1d4}).
labelDC Variant Durations
namedcVariantDurations

retry

FieldValue
descriptionRetry condition (e.g. 'next-round', 'none' if forbidden, 'adjudicate' if unclear).
labelRetry
nameretry

nextSuccess

FieldValue
descriptionStep ID that follows on success; 'none' for terminal steps.
labelNext on Success
namenextSuccess

nextFailure

FieldValue
descriptionStep ID or outcome on failure; 'adjudicate' if prose is silent or unclear.
labelNext on Failure
namenextFailure

branches

FieldValue
descriptionConditional paths (e.g. 'docked-target: step-03-breach-action').
labelConditional Branches
namebranches

terminal

FieldValue
descriptionTerminal outcome type (e.g. 'none', 'secured', 'surrender', 'repelled'); list comma-separated if multiple.
labelTerminal Outcome
nameterminal

transitionsScale

FieldValue
descriptionTrue if this step flips the scale (Void ↔ Personal); false otherwise.
labelTransitions Scale
nametransitionsScale

checkKind

FieldValue
descriptionType of check (e.g. 'skill', 'save', 'ability'); clarifies the check mechanics.
labelCheck Kind
namecheckKind

saveKind

FieldValue
descriptionType of saving throw if applicable (e.g. 'will', 'fortitude', 'reflex').
labelSave Kind
namesaveKind

failureTerminal

FieldValue
descriptionTerminal outcome reached from the failure branch (e.g. 'repelled:craft-disabled').
labelFailure Terminal
namefailureTerminal

branchResolution

FieldValue
descriptionStep that conditional branches (withdrawal/morale-break/surrender/repel) resolve to.
labelBranch Resolution
namebranchResolution

failureEffectTyped

FieldValue
descriptionTyped failure effects triggered by this step (semicolon-separated).
labelFailure Effect
namefailureEffectTyped

advanceBranch

FieldValue
descriptionStep to transition to on explicit advance choice (e.g. moving from sabotage to deck progression).
labelAdvance Branch
nameadvanceBranch

altChecks

FieldValue
descriptionAlternative check options with their kinds and DCs.
labelAlternative Checks
namealtChecks

transitionBranches

FieldValue
descriptionBranches that trigger scale transition and resume suspended void battle (comma-separated).
labelTransition Branches
nametransitionBranches

branchNotesTyped

FieldValue
descriptionTyped branch semantics and routing (e.g. captain-killed successor save outcomes).
labelBranch Notes
namebranchNotesTyped

retryNotesTyped

FieldValue
descriptionTyped notes on retry mechanics (e.g. cutting-torch-rerolls-duration).
labelRetry Notes
nameretryNotesTyped

retryInterval

FieldValue
descriptionTime interval before retry is allowed (e.g. '1d4-hours').
labelRetry Interval
nameretryInterval

transitionCondition

FieldValue
descriptionCondition required for scale transition (e.g. 'secured-only').
labelTransition Condition
nametransitionCondition