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rules [2026/04/10 08:38] – [Ships] swedishberryrules [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.
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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.1775810291.txt.gz · Last modified: by swedishberry

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