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Thread: 2016 Campaign Rules

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    Maneuver and Combat Rules

    You may use basic/standard or advanced rules with any house rules you wish here are a few to assist you.

    Maneuvering
    • Choose the quadrant in which the majority of the appropriate ship is. If the ship is equally in two sectors, choose the quadrant containing the front of the ship.
    • If the wind direction falls exactly on a quadrant dividing line, randomly determine which quadrant via a die roll.
    • If a ship is taken aback, use the red card corresponding to the maneuver card generated by the AI chart.
    • When determining the +1 or +2 die roll modifier due to range to enemy ship, measure from the most advantageous firing arc red dot on the AI ship to the base of the player ship.
    • If a die roll would cause a ship to violate veer, choose sharpest turn within veer limits.
    • Sails are set to Battle Sails.

    Combat
    • Only use any ammo.
    AI ships will be considered to have automatically loaded the best ammo type for the range in order of: Ball (long) Ball (1/4 to ½) 0-1/4 French/Spanish Grape: British & Others Chain
    • When choosing between short and long distance shots for the AI ship, always choose short unless raking - B-damage is more deadly than A-damage - better to have less chits with greater chance of inflicting damage per chit.
    • Only use the Crew Losses when special damage chits are pulled.



    Captains Wounds:

    Below is a proposed alternative method for determining captain wounds. You are free to use whichever method you desire. Feedback would be most appreciated.

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    2-4: Captain wounded
    5+: Captain unharmed

    Modifiers to Crew Damage Effects on Captain's Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by grapeshot
    -2 if Crew Damage is caused by a rear raking shot
    -3 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    If the captain is wounded, roll one 6-sided die to determine nature of injury.

    1 or less - the captain is killed
    2 - the captain is severely wounded; skip 2-4 scenarios
    3 - the captain is wounded; skip 1 scenario
    4+ - the captain survives with minor wounds

    Modifiers to Captain Wound Effects
    -1 if captain was wounded via a rear-raking shot
    -1 if captain was wounded via musket fire
    -1 if all Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    Below is the original rule:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    2 or less - the captain is killed
    3 - the captain is severely wounded; skip 2-4 scenarios
    4 - the captain is wounded; skip 1 scenario
    5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by a rear raking shot
    -1 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll



    Crew Damage Effects on Captain

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    • 2 or less - the captain is killed
    • 3 - the captain is severely wounded; skip 2-4 scenarios
    • 4 - the captain is wounded; skip 1 scenario
    • 5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    • -1 if Crew Damage is caused by musket fire
    • -1 if Crew Damage is caused by a rear raking shot
    • -1 if all of the Crew Damage boxes are filled
    • More than one modifier can apply on a given die roll

    Capturing Captains

    When a ship surrenders, the captain runs the risk of being captured. The first ship to touch bases with the surrendered ship, and remain there the following turn, secures the surrendered ship's captain. An AI ship will attempt securing a surrendered captain if it is within one ruler of the surrendered ship, and the player's other ships are more than one ruler from both the Ai and surrendered ship. Otherwise, it prepares to attack or defend itself against the oncoming player's ship.

    If the only remaining ships of a given side on the board are surrendered, and if the opposing side has at least one functioning ship remaining, then the surrendered captain(s) are auto-captured by the surviving ship(s).

    Disengagement

    When a ship is within the last three boxes of hull damage or crew hits, role a 6-sided die for disengagement: 1-4 = remain in battle; 5-6 = disengage. Roll each time a ship takes additional damage. Disengaging ships will attempt to exit their side as directly as possible, and will avoid combat, only taking shots of opportunity. The nature of disengaging can be altered based on scenario specific rules.

    Modifiers to Disengagement Die Rolls
    • +1 if both hull damage and crew hits are within the last three boxes
    • +1 for each enemy ship that is not disengaging
    • -1 for each friendly ship that is not disengaging
    • Additional modifiers as per relevant captain/crew skills
    Last edited by Union Jack; 12-14-2015 at 16:42.

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