rules
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| rules [2026/04/09 19:55] – [Ships] swedishberry | rules [2026/04/11 13:59] (current) – [Magic] swedishberry | ||
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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. 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. | 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 default 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: | + | * Capacity: |
| * 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: | + | * Capacity: |
| * 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: | + | * Capacity: |
| - | * 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: | + | * Capacity: |
| + | |||
| + | A soldier and their equipment takes up 100 supplies of capacity, as 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. | + | Fleet Damage taken may be distributed among available ships at commander leisure. |
| + | |||
| + | After battle, distribute remaining Crew among the remaining ships to at least Skeleton Crew levels. Additionally, | ||
| The losing fleet retreats 6 hexes (or as appropriate), | The losing fleet retreats 6 hexes (or as appropriate), | ||
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| The winning side uses its highest single roll to determine morale consequences, | The winning side uses its highest single roll to determine morale consequences, | ||
| === 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 |
| ==== 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, | 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, | ||
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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, | + | 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, |
| - | A spell’s 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.1775764545.txt.gz · Last modified: by swedishberry
