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Thread: Solo Campaign Rules

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  1. #5
    Retired Admiral of the Fleet
    Admiral
    United States

    Join Date
    Jan 2013
    Location
    Chicago/Bloomington IL
    Log Entries
    5,095
    Name
    Eric

    Default Solo Campaign Rules

    Personnel Rules

    Rosters

    Player Captains

    • Create a roster of eight captains.
    • Assign various ranks to your captains as appropriate to the nation for which you sail.
    • For each scenario, choose captains that are available. Sometimes, captains are unavailable due to wounds or capture.
    • Captains can be assigned to any ship as needed by scenario requirements. Since we're not playing a chronological and thematic campaign, we have flexibility regarding rank-ship match-ups. Once we start the longer thematic campaign, we'll want appropriate assignments.
    • As captains gain experience through victories, they will gain skills.

    AI Captains

    • Assign names to your AI captains as you need them. The first two mini-campaigns will have generically written scenarios given the various nations represented. Next year as we do a thematic scenario, I will develop the AI captain roster.
    • For each scenario, choose captains from the available roster. Sometimes, captains are unavailable due to wounds or capture.
    • Captains can be assigned to any ship as needed by scenario requirements. Since we're not playing a chronological and thematic campaign, we have flexibility regarding rank-ship match-ups. Once we start the longer thematic campaign, we'll want appropriate assignments.
    • As captains gain experience through victories, they will gain skills.


    Abilities

    Captains accrue ability points according to the following schema. For every 10 ability points accrued, a captain gains a new ability.
    • 1 point for every enemy ship defeated (sunk/captured) that is of a broadly defined smaller class, for example a 74-gun SoL defeating a frigate, or a frigate defeating a sloop. The scenario author will define such classes.
    • 2 points for every enemy ship defeated of the same broadly defined class.
    • 3 points for every enemy ship defeated of a broadly defined larger class.
    • 1 point for achieving a scenario specific goal - does not require the taking of a ship but the achievement of a strategic goal as defined by the scenario writer.
    Choose two captains and assign each one an ability of your choice.

    Captain Ability List
    • Charismatic Captain (CC): When the ship has only one empty box in the Crew Damage track, the player may ignore the next two Crew Loss special damages. When a third Crew Loss damage is taken, it is recorded normally, and the ship surrenders.
    • Iron Captain (IC): When the captain is wounded, the wound is ignored. May be used once per game.
    • Lucky Captain (LC): Whenever a rule requires a random occurrence to take place, the captain can choose the result instead of randomly determining it. May be used once per game.
    • Intuitive Captain (InC): Before choosing a maneuver, the captain may use this ability to look at the maneuver to be executed in the present turn of an enemy ship within one ruler from the captain's ship's base. The captain must declare the use of the ability, and then check the distance. If the distance is more than one ruler, the ability is used, but there is no effect. Otherwise, the captain may look at the enemy's ship's maneuver. This ability cannot be used against an enemy ship that also has an Intuitive Captain. May be used twice per game.
    • Quick Captain (QC): When a captain's ship would collide with another ship, the captain can maneuver the ship sufficiently to avoid a collision or entanglement. May be used once per game.
    • Deft Captain (DC): After all ships have moved, the captain can rotate his/her ship. Keep any one corner of the ship is fixed, and the opposite corner can rotate by up to the width of the ruler. May be used twice per game.
    • Handling Captain (HC): When wind facing is determined, if the ship is in the red zone, the captain can rotate the ship the minimum amount so that it is straddling the red and yellow, and thus is considered to have a yellow wind aspect. May be used once per game.
    • Maneuvering Captain (MC): When maneuvering the ship, the captain can choose to stop at an intermediate spot along the arrow, and not at the end-point. May be used twice per game.
    • Steering Captain (SC): The captain can increase Veer by 1 for duration of the turn. May be used twice per game.
    • Aiming Captain (AC): When firing a broadside, and an enemy ship draws one or more "0s", the captain can make the enemy ship draw an additional counter. May be used twice per game.
    • Reloading Captain (RC): The captain can lead the crew to reload a single broadside immediately after it has fired. May be used once per game.
    • Deadeye Captain (DeM): When shooting muskets, if a "0" damage counter is drawn, the captain can force the enemy ship to draw an additional counter. May be used once per game.

    Promotions and Decorations

    Suggestions needed.
    Last edited by 7eat51; 07-03-2014 at 10:53.

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