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
| Field | Value |
|---|---|
| Data / Step 01 Approach / Actor | Attacker (Pilot) and Defender (Point-Defense) |
| Data / Step 01 Approach / Branches | docked-target: step-03-breach-action |
| Data / Step 01 Approach / Dc | 13 |
| Data / Step 01 Approach / Failure Terminal | repelled:craft-disabled |
| Data / Step 01 Approach / Next Failure | step-01-approach |
| Data / Step 01 Approach / Next Success | step-02-lock-on |
| Data / Step 01 Approach / Notes | If the target is docked at a station, skip approach and proceed to step 3; boarding craft is already attached. |
| Data / Step 01 Approach / Phase | Approach |
| Data / Step 01 Approach / Retry | next-round |
| Data / Step 01 Approach / Scale | Void |
| Data / Step 01 Approach / Step Id | step-01-approach |
| Data / Step 01 Approach / Step Number | 1 |
| Data / Step 01 Approach / Terminal | none |
| Data / Step 01 Approach / Transitions Scale | false |
| Data / Step 02 Lock On / Actor | Attacker (Pilot / Engineer) |
| Data / Step 02 Lock On / Dc | 12 |
| Data / Step 02 Lock On / Next Failure | step-02-lock-on |
| Data / Step 02 Lock On / Next Success | step-03-breach-action |
| Data / Step 02 Lock On / Phase | Approach |
| Data / Step 02 Lock On / Retry | next-round |
| Data / Step 02 Lock On / Scale | Void |
| Data / Step 02 Lock On / Step Id | step-02-lock-on |
| Data / Step 02 Lock On / Step Number | 2 |
| Data / Step 02 Lock On / Terminal | none |
| Data / Step 02 Lock On / Transitions Scale | false |
| Data / Step 03 Breach Action / Actor | Attacker (Engineer or Marine) |
| Data / Step 03 Breach Action / Dc Variant Durations / Cutting Torch | 1d4 |
| Data / Step 03 Breach Action / Dc Variants / Airlock Override | 14 |
| Data / Step 03 Breach Action / Dc Variants / Breaching Ram | 16 |
| Data / Step 03 Breach Action / Dc Variants / Cutting Torch | 18 |
| Data / Step 03 Breach Action / Dc Variants / Mag Lock | 20 |
| Data / Step 03 Breach Action / Next Failure | step-03-breach-action |
| Data / Step 03 Breach Action / Next Success | step-04-personal-scale-engage |
| Data / Step 03 Breach Action / Phase | Breach |
| Data / Step 03 Breach Action / Retry | next-round |
| Data / Step 03 Breach Action / Retry Notes Typed | cutting-torch-rerolls-duration |
| Data / Step 03 Breach Action / Scale | Void |
| Data / Step 03 Breach Action / Step Id | step-03-breach-action |
| Data / Step 03 Breach Action / Step Number | 3 |
| Data / Step 03 Breach Action / Terminal | none |
| Data / Step 03 Breach Action / Transitions Scale | false |
| Data / Step 04 Personal Scale Engage / Actor | Both |
| Data / Step 04 Personal Scale Engage / Dc | 15 |
| Data / Step 04 Personal Scale Engage / Dc Variants / Silent Approach | 19 |
| Data / Step 04 Personal Scale Engage / Effect | Combat is now personal-scale 6-second rounds. All standard combat rules apply (BAB, AC, powers, conditions). |
| Data / Step 04 Personal Scale Engage / Next Failure | step-05-initial-positions |
| Data / Step 04 Personal Scale Engage / Next Success | step-05-initial-positions |
| Data / Step 04 Personal Scale Engage / Phase | Entry |
| Data / Step 04 Personal Scale Engage / Scale | Transition |
| Data / Step 04 Personal Scale Engage / Step Id | step-04-personal-scale-engage |
| Data / Step 04 Personal Scale Engage / Step Number | 4 |
| Data / Step 04 Personal Scale Engage / Terminal | none |
| Data / Step 04 Personal Scale Engage / Transitions Scale | true |
| Data / Step 05 Initial Positions / Actor | Both |
| Data / Step 05 Initial Positions / Dc | 12 |
| Data / Step 05 Initial Positions / Next Failure | step-06-engagement |
| Data / Step 05 Initial Positions / Next Success | step-06-engagement |
| Data / Step 05 Initial Positions / Phase | Entry |
| Data / Step 05 Initial Positions / Scale | Personal |
| Data / Step 05 Initial Positions / Step Id | step-05-initial-positions |
| Data / Step 05 Initial Positions / Step Number | 5 |
| Data / Step 05 Initial Positions / Terminal | none |
| Data / Step 05 Initial Positions / Transitions Scale | false |
| Data / Step 06 Engagement / Actor | Both |
| Data / Step 06 Engagement / Branch Resolution | step-10-resolution |
| Data / Step 06 Engagement / Next Failure | step-06-engagement |
| Data / Step 06 Engagement / Next Success | step-07-breach-control |
| Data / Step 06 Engagement / Phase | Engagement |
| Data / Step 06 Engagement / Scale | Personal |
| Data / Step 06 Engagement / Skill Id | none |
| Data / Step 06 Engagement / Step Id | step-06-engagement |
| Data / Step 06 Engagement / Step Number | 6 |
| Data / Step 06 Engagement / Terminal | none |
| Data / Step 06 Engagement / Transitions Scale | false |
| Data / Step 07 Breach Control / Actor | Defender |
| Data / Step 07 Breach Control / Dc | 15 |
| Data / Step 07 Breach Control / Dc Variants / Contested | 18 |
| Data / Step 07 Breach Control / Failure Effect Typed | attacker-firebase;row6-atmo-persists |
| Data / Step 07 Breach Control / Next Failure | step-08-sabotage-loop |
| Data / Step 07 Breach Control / Next Success | step-08-sabotage-loop |
| Data / Step 07 Breach Control / Phase | Engagement |
| Data / Step 07 Breach Control / Scale | Personal |
| Data / Step 07 Breach Control / Step Id | step-07-breach-control |
| Data / Step 07 Breach Control / Step Number | 7 |
| Data / Step 07 Breach Control / Terminal | none |
| Data / Step 07 Breach Control / Transitions Scale | false |
| Data / Step 08 Sabotage Loop / Actor | Attacker |
| Data / Step 08 Sabotage Loop / Advance Branch | step-09-deck-progression |
| Data / Step 08 Sabotage Loop / Dc | 18 |
| Data / Step 08 Sabotage Loop / Dc Variants / Known Ship Class | 15 |
| Data / Step 08 Sabotage Loop / Failure Effect Typed | uncontrolled-system-damage-roll |
| Data / Step 08 Sabotage Loop / Next Failure | step-08-sabotage-loop |
| Data / Step 08 Sabotage Loop / Next Success | step-08-sabotage-loop |
| Data / Step 08 Sabotage Loop / Phase | Sabotage |
| Data / Step 08 Sabotage Loop / Retry | per-system-10-round-cooldown |
| Data / Step 08 Sabotage Loop / Scale | Personal |
| Data / Step 08 Sabotage Loop / Step Id | step-08-sabotage-loop |
| Data / Step 08 Sabotage Loop / Step Number | 8 |
| Data / Step 08 Sabotage Loop / Terminal | none |
| Data / Step 08 Sabotage Loop / Transitions Scale | false |
| Data / Step 09 Deck Progression / Actor | Attacker |
| Data / Step 09 Deck Progression / Alt Checks | COMBAT-MANEUVER DC 15; SKILL-ENGINEERING DC 14 (turbolift sabotage) |
| Data / Step 09 Deck Progression / Dc | 13 |
| Data / Step 09 Deck Progression / Dc Variants / Combat Maneuver | 15 |
| Data / Step 09 Deck Progression / Dc Variants / Locked Blast Door | 18 |
| Data / Step 09 Deck Progression / Dc Variants / Turbolift Sabotage Engineering | 14 |
| Data / Step 09 Deck Progression / Next Failure | step-09-deck-progression |
| Data / Step 09 Deck Progression / Next Success | step-10-resolution |
| Data / Step 09 Deck Progression / Phase | Sabotage |
| Data / Step 09 Deck Progression / Scale | Personal |
| Data / Step 09 Deck Progression / Step Id | step-09-deck-progression |
| Data / Step 09 Deck Progression / Step Number | 9 |
| Data / Step 09 Deck Progression / Terminal | none |
| Data / Step 09 Deck Progression / Transitions Scale | false |
| Data / Step 10 Resolution / Actor | Both |
| Data / Step 10 Resolution / Branch Notes Typed | captain-killed+successor-save-pass: step-06-engagement; captain-killed+successor-save-fail: step-11-mop-up |
| Data / Step 10 Resolution / Check Kind | save |
| Data / Step 10 Resolution / Dc | 13 |
| Data / Step 10 Resolution / Dc Variants / Bridge Isolated | 18 |
| Data / Step 10 Resolution / Dc Variants / Successor Command | 12 |
| Data / Step 10 Resolution / Next Failure | step-11-mop-up |
| Data / Step 10 Resolution / Next Success | step-06-engagement |
| Data / Step 10 Resolution / Phase | Resolution |
| Data / Step 10 Resolution / Save Kind | will |
| Data / Step 10 Resolution / Scale | Both |
| Data / Step 10 Resolution / Skill Id | none |
| Data / Step 10 Resolution / Step Id | step-10-resolution |
| Data / Step 10 Resolution / Step Number | 10 |
| Data / Step 10 Resolution / Terminal | repelled,withdrawn |
| Data / Step 10 Resolution / Transition Branches | repelled,withdrawn |
| Data / Step 10 Resolution / Transitions Scale | false |
| Data / Step 11 Mop Up / Actor | Attacker |
| Data / Step 11 Mop Up / Dc | 12 |
| Data / Step 11 Mop Up / Dc Variants / Reactor Breached | 16 |
| Data / Step 11 Mop Up / Next Failure | step-11-mop-up |
| Data / Step 11 Mop Up / Next Success | none |
| Data / Step 11 Mop Up / Phase | Resolution |
| Data / Step 11 Mop Up / Retry Interval | 1d4-hours |
| Data / Step 11 Mop Up / Scale | Personal |
| Data / Step 11 Mop Up / Step Id | step-11-mop-up |
| Data / Step 11 Mop Up / Step Number | 11 |
| Data / Step 11 Mop Up / Terminal | secured |
| Data / Step 11 Mop Up / Transition Condition | secured-only |
| Data / Step 11 Mop Up / Transitions Scale | true |
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
| Field | Value |
|---|---|
description | Unique key for this step. |
label | Step ID |
name | stepId |
stepNumber
| Field | Value |
|---|---|
description | Order in the boarding sequence (1-11). |
label | Step |
name | stepNumber |
scale
| Field | Value |
|---|---|
description | Which scale this step resolves at (Void / Transition / Personal / Both). |
label | Scale |
name | scale |
phase
| Field | Value |
|---|---|
description | Which phase of boarding this step belongs to. |
label | Phase |
name | phase |
actor
| Field | Value |
|---|---|
description | Who initiates / resolves this step (Attacker / Defender / Both / GM). |
label | Actor |
name | actor |
effect
| Field | Value |
|---|---|
description | Mechanical outcome of this step. |
label | Effect |
name | effect |
notes
| Field | Value |
|---|---|
description | Edge cases, GM rulings, scale-bridge hooks. |
label | Notes |
name | notes |
skillId
| Field | Value |
|---|---|
description | Catalogue skill ID used in check (e.g. SKILL-PILOT, SKILL-ENGINEERING, or 'none' for non-skill checks). |
label | Skill ID |
name | skillId |
dc
| Field | Value |
|---|---|
description | Base Difficulty Class for the skill check; omit if no check or check uses dcVariants only. |
label | Base DC |
name | dc |
dcVariants
| Field | Value |
|---|---|
description | Method-dependent or conditional DC modifiers (e.g. {locked-blast-door: 18, contested: 18}). |
label | DC Variants |
name | dcVariants |
dcVariantDurations
| Field | Value |
|---|---|
description | Rolled durations for specific method variants (e.g. {cutting-torch: 1d4}). |
label | DC Variant Durations |
name | dcVariantDurations |
retry
| Field | Value |
|---|---|
description | Retry condition (e.g. 'next-round', 'none' if forbidden, 'adjudicate' if unclear). |
label | Retry |
name | retry |
nextSuccess
| Field | Value |
|---|---|
description | Step ID that follows on success; 'none' for terminal steps. |
label | Next on Success |
name | nextSuccess |
nextFailure
| Field | Value |
|---|---|
description | Step ID or outcome on failure; 'adjudicate' if prose is silent or unclear. |
label | Next on Failure |
name | nextFailure |
branches
| Field | Value |
|---|---|
description | Conditional paths (e.g. 'docked-target: step-03-breach-action'). |
label | Conditional Branches |
name | branches |
terminal
| Field | Value |
|---|---|
description | Terminal outcome type (e.g. 'none', 'secured', 'surrender', 'repelled'); list comma-separated if multiple. |
label | Terminal Outcome |
name | terminal |
transitionsScale
| Field | Value |
|---|---|
description | True if this step flips the scale (Void ↔ Personal); false otherwise. |
label | Transitions Scale |
name | transitionsScale |
checkKind
| Field | Value |
|---|---|
description | Type of check (e.g. 'skill', 'save', 'ability'); clarifies the check mechanics. |
label | Check Kind |
name | checkKind |
saveKind
| Field | Value |
|---|---|
description | Type of saving throw if applicable (e.g. 'will', 'fortitude', 'reflex'). |
label | Save Kind |
name | saveKind |
failureTerminal
| Field | Value |
|---|---|
description | Terminal outcome reached from the failure branch (e.g. 'repelled:craft-disabled'). |
label | Failure Terminal |
name | failureTerminal |
branchResolution
| Field | Value |
|---|---|
description | Step that conditional branches (withdrawal/morale-break/surrender/repel) resolve to. |
label | Branch Resolution |
name | branchResolution |
failureEffectTyped
| Field | Value |
|---|---|
description | Typed failure effects triggered by this step (semicolon-separated). |
label | Failure Effect |
name | failureEffectTyped |
advanceBranch
| Field | Value |
|---|---|
description | Step to transition to on explicit advance choice (e.g. moving from sabotage to deck progression). |
label | Advance Branch |
name | advanceBranch |
altChecks
| Field | Value |
|---|---|
description | Alternative check options with their kinds and DCs. |
label | Alternative Checks |
name | altChecks |
transitionBranches
| Field | Value |
|---|---|
description | Branches that trigger scale transition and resume suspended void battle (comma-separated). |
label | Transition Branches |
name | transitionBranches |
branchNotesTyped
| Field | Value |
|---|---|
description | Typed branch semantics and routing (e.g. captain-killed successor save outcomes). |
label | Branch Notes |
name | branchNotesTyped |
retryNotesTyped
| Field | Value |
|---|---|
description | Typed notes on retry mechanics (e.g. cutting-torch-rerolls-duration). |
label | Retry Notes |
name | retryNotesTyped |
retryInterval
| Field | Value |
|---|---|
description | Time interval before retry is allowed (e.g. '1d4-hours'). |
label | Retry Interval |
name | retryInterval |
transitionCondition
| Field | Value |
|---|---|
description | Condition required for scale transition (e.g. 'secured-only'). |
label | Transition Condition |
name | transitionCondition |