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rules [2026/04/08 08:25] – [Battles] swedishberryrules [2026/04/11 13:59] (current) – [Magic] swedishberry
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 === Making Money === === Making Money ===
  
-When taking an enemy Stronghold, Commanders may choose to hold it at ransom. This provides the Commander a 25% cut of their Held Loot in exchange for a 1-in-6 chance the battered Stronghold rises up in rebellion, creating a hostile army of 1d20x500 soldiers led by a local commander.+When taking an enemy Stronghold, Commanders may choose to hold it at ransom. This provides the Commander a 25% cut of their Held Loot in exchange for a 1-in-6 chance the battered Stronghold rises up in rebellion, creating a hostile army of 1d6x(population/10) soldiers led by a local commander.
  
 Friendly Strongholds may be Taxed once every six months. Raising taxes takes two weeks and provides doubloons equal to 10 times the Settlement Rating of the hexes controlled by the Stronghold, as well as additional money depending on the population of the Stronghold itself. Friendly Strongholds may be Taxed once every six months. Raising taxes takes two weeks and provides doubloons equal to 10 times the Settlement Rating of the hexes controlled by the Stronghold, as well as additional money depending on the population of the Stronghold itself.
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 Cannon is how many guns the ship has and is used for combat.  Cannon is how many guns the ship has and is used for combat. 
  
-Speed is the distance a ship covers in an hour at full tack. Ships do not track supply or size((unless someone decides to do voyages longer than a year)). +Speed is the distance a ship covers in an hour at full tack. Ships do not track supply or size((unless someone decides to do voyages longer than a year))((a decent approximation for Fleet Length would be number of ships multiplied by 250)). 
  
-Crew is how many people are needed for the ship to function optimally. A ship’s Skeleton Crew is 1/4 of the given Crew, and a ship with a Skeleton Crew cannot fight, only sail. Lost Crew can be replaced by infantry at sea, or regained at port cities for 1 doubloon per Crew. +Crew is how many people are needed for the ship to function optimally. Ships have a running cost of Crew/2 doubloons per day. A ship’s Skeleton Crew is 1/4 of the given Crew, and a ship with a Skeleton Crew cannot fight, only sail. Lost Crew can be replaced by infantry at sea, or regained at port cities for 1 doubloon per Crew. 
  
-Hull is how many hits the ship can take. When it reaches 0, there is a 2-in-6 chance the ship is lost with all hands and a 4-in-6 chance it strikes the colours and surrenders to the enemy fleet+Hull is how many hits the ship can take. When it reaches 0, there is a 2-in-6 chance the ship is lost with all hands and a 4-in-6 chance it mutinies and runs away out of battle, or strikes the colours and surrenders to the victor in battle
  
 Capacity is how much the ship can cram into the cargo hold after its own needs are met. Capacity is how much the ship can cram into the cargo hold after its own needs are met.
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 A Fleet (ie a collection of ships) moves at the speed of the slowest class of ship in the fleet. Ships are loaded and unloaded at ports, which takes a day. Rarely, they can embark and disembark at coastal hexes, which takes two days as the ship’s boats row back and forth. Fleets have a running cost of half their Crew in doubloons per day. A Fleet (ie a collection of ships) moves at the speed of the slowest class of ship in the fleet. Ships are loaded and unloaded at ports, which takes a day. Rarely, they can embark and disembark at coastal hexes, which takes two days as the ship’s boats row back and forth. Fleets have a running cost of half their Crew in doubloons per day.
 +
 +Fleets are able to spot each other from up to 40 km away in good weather.
  
 Divide the number of Cannon in a fleet by 25, rounding down, to find its Fleet Damage. Divide the number of Cannon in a fleet by 25, rounding down, to find its Fleet Damage.
  
-There are four classes of ship:+There are four default classes of ship. Other classes may exist:
   * First-rate.   * First-rate.
     * Value: 100 000 doubloons.     * Value: 100 000 doubloons.
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     * Speed: 10 km/hr     * Speed: 10 km/hr
     * Crew: 800     * Crew: 800
-    * Hull: 12 +    * Hull: 75 
-    * Capacity: 10 000 supplies.+    * Capacity: 100 000 supplies.
   * Third-rate.   * Third-rate.
     * Value: 50 000 doubloons.     * Value: 50 000 doubloons.
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     * Speed: 15 km/hr     * Speed: 15 km/hr
     * Crew: 500     * Crew: 500
-    * Hull: 8 +    * Hull: 37 
-    * Capacity: 10 000 supplies, 100 infantry, 20 cavalry.+    * Capacity: 25 000 supplies.
   * Fifth-rate or Frigate.   * Fifth-rate or Frigate.
     * Value: 15 000 doubloons     * Value: 15 000 doubloons
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     * Speed: 20 km/hr     * Speed: 20 km/hr
     * Crew: 250     * Crew: 250
-    * Hull: 2 +    * Hull: 9 
-    * Capacity: 25 000 supplies, 100 infantry, 20 cavalry, 10 artillery+    * Capacity: 50 000 supplies. 
-  * Transport ship.+  * Transport ship or Merchantman.
     * Value: 25 000 doubloons     * Value: 25 000 doubloons
     * Cannon: 12     * Cannon: 12
     * Speed: 15 km/hr     * Speed: 15 km/hr
     * Crew: 100     * Crew: 100
-    * Hull: 4 +    * Hull: 30 
-    * Capacity: 100 000 supplies, 500 infantry, 50 cavalry, 25 artillery.+    * Capacity: 250 000 supplies
 + 
 +A soldier and their equipment takes up 100 supplies of capacityas does a non-combatant. Cavalrymen and their mounts take up 1 000 supplies of capacity. Wagons and cannon take up 5 000 supplies of capacity.
  
 === Battles === === Battles ===
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 == Positive: == == Positive: ==
  
-  * Numerical advantage: +1 per 100% more total Cannon.+  * Numerical advantage: +1 per 100% more total Ships.
   * Morale advantage: +1 per point of morale difference.    * Morale advantage: +1 per point of morale difference. 
   * Surprise: +1   * Surprise: +1
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   6+. Victor suffers 5% Crew casualties and 25% Fleet Damage; loser suffers 20% and 75%. Loser loses 2 morale, victor gains 2. 2-in-6 chance loser commander captured.    6+. Victor suffers 5% Crew casualties and 25% Fleet Damage; loser suffers 20% and 75%. Loser loses 2 morale, victor gains 2. 2-in-6 chance loser commander captured. 
  
-Fleet Damage taken may be distributed among available ships at commander leisure. When a ship is thus reduced to 0 Hull, there is a 2-in-6 chance it is lost with all hands and a 4-in-6 chance it strikes the colours and surrenders to the enemy fleet+Fleet Damage taken may be distributed among available ships at commander leisure. Any ship taking damage has 1-in-20 chance of being struck in the powder storage, immediately going down with all hands. A ship reduced to 0 hull points has a 2-in-6 chance of going down with all hands and a 4-in-6 chance of striking the colours, being captured by the victor. If the victor would have a ship captured, it is instead recovered after battle. 
 + 
 +After battle, distribute remaining Crew among the remaining ships to at least Skeleton Crew levels. Additionally, sacrifice cargo until you are below your Carrying Capacity.
  
 The losing fleet retreats 6 hexes (or as appropriate), then checks morale. On a failure, it routs: lose 1d6 × 10% of your supplies, the fleet retreats a further 3d6 hexes away (as much time as that takes) out of control, then regroups. If retreat is impossible, reduce the army’s size and supplies by half, spend 1d6 days out of control, and stay in place. Lost supplies may be acquired by victorious commanders.  The losing fleet retreats 6 hexes (or as appropriate), then checks morale. On a failure, it routs: lose 1d6 × 10% of your supplies, the fleet retreats a further 3d6 hexes away (as much time as that takes) out of control, then regroups. If retreat is impossible, reduce the army’s size and supplies by half, spend 1d6 days out of control, and stay in place. Lost supplies may be acquired by victorious commanders. 
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 The winning side uses its highest single roll to determine morale consequences, but otherwise each fleet on each side compares its result to the highest result on the enemy side and suffers consequences accordingly. Thus, one side might win the day but suffer heavier casualties than their opponents, including possibly their fleets routing or their commanders being captured. The winning side uses its highest single roll to determine morale consequences, but otherwise each fleet on each side compares its result to the highest result on the enemy side and suffers consequences accordingly. Thus, one side might win the day but suffer heavier casualties than their opponents, including possibly their fleets routing or their commanders being captured.
 === Blockades === === Blockades ===
-If a Fleet contains at least one First-rate or Third-rate, it may choose to Blockade a coastal Stronghold. This works like a naval Siege. An accompanying detachment of Infantry is needed to Assault in this case.+If a Fleet contains at least one First-rate or Third-rate, it may choose to Blockade a coastal Stronghold. This works like a naval Siege. An accompanying detachment of Infantry (or more) is needed to Assault in this case.
 ==== Rest ==== ==== Rest ====
 A commander can allow an army to rest for a specified duration. Armies reset their current morale towards their resting morale by 1 per week. With a week of rest in a town or city, an army’s soldiers deposit all carried doubloons, thus freeing up their supply. Additionally, in a town or city, each week of rest resets the army’s noncombatant count by 5% until it reaches 25%.  A commander can allow an army to rest for a specified duration. Armies reset their current morale towards their resting morale by 1 per week. With a week of rest in a town or city, an army’s soldiers deposit all carried doubloons, thus freeing up their supply. Additionally, in a town or city, each week of rest resets the army’s noncombatant count by 5% until it reaches 25%. 
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 Wizards function as their own one-person detachments within a larger army. They count as infantry.  Wizards function as their own one-person detachments within a larger army. They count as infantry. 
  
-Wizards must memorize spells to cast; once cast, they forget the spell. Memorizing a spell requires a wizard to rest with the appropriate spellbooks for 1–4 weeks, depending on the spell. Transported, the spell’s books, accoutrements, and assistants requires space for 1 000 supplies. +Wizards must memorize spells to cast; once cast, they forget the spell. Memorizing a spell requires a wizard to rest with the appropriate spellbooks for 1d4 weeks. This time does not need to be consecutive (much like Forced March). Transported, the spell’s books, accoutrements, and assistants requires space for 1 000 supplies. 
  
-spells power is limited roughly by the maxim ”what could 10 properly trained and equipped Guys do in a day”. Examples include:+By default, a spell's power is limited roughly by the maxim ”what could 10 properly trained and equipped Guys do in a day”. Examples include:
   * reduce casualties by 2d6% after a battle   * reduce casualties by 2d6% after a battle
   * blow a breach in a fortress, which makes assaults easier.   * blow a breach in a fortress, which makes assaults easier.
   * scry (=scout) a hex (any hex!) and its surrounding hexes.   * scry (=scout) a hex (any hex!) and its surrounding hexes.
   * cause/stop bad weather in a hex and its surrounding hexes.   * cause/stop bad weather in a hex and its surrounding hexes.
 +
 +More powerful spells may attract unwanted attention.
 ==== Duels ==== ==== Duels ====
 In single combat between commanders, each rolls 1d100 over their age: if both succeed or both fail, the more experienced fighter wins. Regardless, those who fail roll for death & dismemberment. In single combat between commanders, each rolls 1d100 over their age: if both succeed or both fail, the more experienced fighter wins. Regardless, those who fail roll for death & dismemberment.
rules.1775636753.txt.gz · Last modified: by swedishberry

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