Introduction to Warpspawn Games


MAP, CARDSET & COUNTERS Available at Thoth NAVAL DUEL



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MAP, CARDSET & COUNTERS


Available at Thoth

NAVAL DUEL

INTRODUCTION


Tactical Sea Combat for Ships of the line, circa 1700-1800’s

THE MAP


Use a Hex Map.

Indicate land and sea spaces.


MODELS & COUNTERS


Use a counter or model to represent each individual ship.

Indicate ship facing on counters.

Six sided dice are needed.

SHIP ATTRIBUTES


Each ship has a base Movement Rating = 1

Each ship has a base Cannon Rating = 1

Each ship has a base Crew Rating = 2

DESIGNING FLEETS & SHIPS


In the Basic Scenario, each player starts with a fleet of 7 ships.

Roll on the National and Fleet Character Tables once.

Every ship in your fleet gets the same National and Fleet bonuses.

Roll on the Ship, Captain, and Crew Tables for each ship individually.

Pick one ship in your fleet to be the Flagship.

The Flagship gets an extra roll on the Ship, Captain, and Crew Tables.


SETUP


Fleets start at opposite ends of the map

TURN SEQUENCE


Draw Phase

Move Phase

Broadside Phase

Boarding Action Phase


DRAW PHASE


Each player draws one card.

If the deck runs out shuffle the discard and draw from it.

Maximum hand size is 5 cards.

Discard excess cards.


MOVE PHASE


Players take turns moving one ship at a time.

The player with the ship with the highest movement rating chooses

whether to go first or second.

If tied in this respect, roll high on 1D6.

For each ship make a Movement roll.

The Base Movement roll is 2D6 – 4.

To this, add the ships Movement rating.

The final result is the maximum number of spaces the ship may move.

Each hex face change counts as one space moved.

No stacking. Only one ship per space.


BROADSIDES PHASE


Each ship can make one broadside attack per turn.

All attacks are considered to be simultaneous.

Maximum attack Range for a Ship is equal to 4 plus any Broadside Roll modifiers.

When attacking first declare ammo type.

Grapeshot has a range –2.

Chainshot has no modification to range.

Roundshot has a range +1.

Attacks are from the sides of the ship in a 45 degree angle cone.

To determine the effect of the Broadside, roll on the Broadside table:

BROADSIDE TABLE


1D6 Result:

1-4 No Damage

5-6 The target losses one rating point in one random attribute

7-8 The target losses one rating point in two random attributes

9+ The target losses one rating point in three random attributes

Subtract one from the roll for each space over 2 the target is distant.

Add the attacking ships Cannon Rating to the roll.

Round shot gets +1 to the roll.


RANDOM ATTRIBUTE TABLE


1D6 Attribute:

1-2 Movement Rating

3-4 Cannon Rating

5-7 Crew Rating

Grapeshot gets +1 to the roll

Chainshot automatically does all damage to the Movement rating.

Any ship reduced to a –2 cannon rating blows its hold and sinks.

BOARDING ACTION PHASE


If two enemy ships are adjacent, side by side, and either party cares to, they

will have a boarding action.

Each player rolls 1D6 (the boarding action roll) and adds their Crew rating.

The higher score wins the boarding action. Reroll ties.

The winner captures the losers Ship.

The winner may sink it, or transfer a crew point to it to gain control of it.


NATIONAL CHARACTER


1D6 Attribute Bonus

1-2 Sea Power +1 to Movement Rating

3-4 Industrial Giant +1 to Cannon Rating

5-6 Land Power +1 to Crew Rating


FLEET CHARACTER


1D6 Attribute Bonus

1-2 Patrol/Raiders +1 to Movement Rating

3-4 Warships +1 to Cannon Rating

5-6 Invasion Fleet +1 to Crew Rating


SHIP SPECIFICATIONS


1D6 Attribute Bonus

1-2 Extra Masts +1 to Movement Rating

3-4 Extra Guns +1 to Cannon Rating

5-6 Extra Crew +1 to Crew Rating


CAPTAINS PREOCUPATION


1D6 Attribute Bonus

1-2 Salty Dog +1 to Movement Rating

3-4 Artillerist +1 to Cannon Rating

5-6 Swashbuckler +1 to Crew Rating


CREW QUALITY


1D6 Attribute Bonus

1-2 Smart Sailors +1 to Movement Rating

3-4 Gunners Mates +1 to Cannon Rating

5-6 Bully Boys +1 to Crew Rating


DECK CARD LIST


Card Name: # Notes

Gust of Wind 2 +2 to the Movement Roll

Unfurl the Sails 2 +2 to the Movement Roll

Catch the Wind 2 +2 to the Movement Roll

Fierce Hand to Hand 2 +2 to the Boarding Action Roll

Swords and Pistols 2 +2 to the Boarding Action Roll

Rally the Men 2 +2 to the Boarding Action Roll

Sweep the Decks 2 Grapeshot gets +2 to Broadside Table Roll

Splintering Wood 2 Roundshot gets +2 to Broadside Table Roll

Damaged Rigging 2 Chainshot gets +2 to Broadside Table Roll

Quick Reload 2 Ship gets an extra Broadside attack this turn

Crows nest Lookout 2 Look at opponents hand

Maneuver 2 Opponent gets –2 to Broadside Table Roll

Calm Waters 2 Opponent gets –2 to the Movement Roll

Rake the Bow 2 +1 to Broadside Table Roll if attacking the bow or stern

NOIR

INTRODUCTION


Tell your own stories of crime in the big city.

THE DECK


All players share a single common deck.

The deck contains six suites of cards:

Atmosphere cards, Locations, Help, Hindrances, Witnesses, & Clues.

There are 20 cards of each suite in the deck.


SETUP


Shuffle the deck.

Each player is dealt 6 cards.

The meanest player goes first

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

1. Mystery Phase

2. Suspense Phase

3. Investigation Phase



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