rules
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| rules [2026/04/10 08:50] – [Ships] swedishberry | rules [2026/04/11 13:59] (current) – [Magic] swedishberry | ||
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| 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. | ||
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| + | 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, | + | 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. | ||
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| + | 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.1775811044.txt.gz · Last modified: by swedishberry
