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Lord Ashram

A naval game I'm working on, using Armada dice+tools

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Hey all!

 

Thought I would share the start... I have put together a little rule set for a quick naval game, using some repurposed "Pirates of the Spanish Main" ships, a discarded table top, and some bits from Armada, including the movement tool and the dice!  

 

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Anyway, I'll post the skeleton of the rules sometime soon, but for now, here is my blog... scan through for a few shots, as well as a recent Armada post or two!

 

http://lordashramshouseofwar.blogspot.com

 

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I love those little click together plastic models :)

 

I was heavily into Star Wars Pocket Models before they went out of business, and had a few of the pirates. I have on numerous occasions used my pocket models collection to augment my Armada games, but I think the idea of using it for the pirate ships is an even better adaptation.

 

The little waves coming out of the bases at the bow of the ships is just icing on the cake btw. Really well done, a beautiful set up all in all.

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Okay, lemme start on this.

There are some serious similarities to armada, because that is pretty simple.

All ships have several stats.

Hull (hit points) - simple enough

Four fire arcs (two sides, stern, bow)

Then there is the movement stats. There are three "settings"... Anchored, half sail, full sail.

Each ship has a movement stat for half sail and full sail, the stat consisting of the speed on the movement tool and how many clicks total they can use anywhere.

So a third rate ship of the line might have a move of "half sail - 1/2 full sail-2/2" or something like that.

When anchored a ship can also turn in place a certain number of degrees, but if it does it cannot shoot.

Each ship does the following in a turn:

Set sails either up one setting or down (so, say, from full sail to half sail), then...

Take one action (either shoot or repair),then...

Move (and board, if a collision happens.)

Shooting is simple. Damage equals hull damage. A critical hit, you roll a regular die... 1-3 a cannon die is removed from one battery, 4-6 a sail is damaged. An accuracy let's the SHOOTER pick the damage... Hull, battery, sail, or even a crew.

Each ship has crew; the bigger the ship, the more the crew. All crew dead, ship is stuck. Crew is used in boarding (I'll write that up later.)

As ships take sail damage, they lose "clicks" on the movement took.

You CAN repair one sail damage or one gun die with a repair action, so guns and sails are never fully destroyed... But hull, there is no repairing, so that's how you kill someone.

Ships also have titles, which give them special stuff (think upgrades.). Max one per ship.

As for boarding, crews all have a value... Regular crew is 5+, for example. When you board you do three combat rounds as the crew gets to roll against the other crew... Match the number, kill an enemy. There are special crew... Marines, which are a 4+, or Pirates, which can force an enemy to reroll a non-6 roll. After three turns if any crew is still alive on both ships, they can attempt to move away from each other.

There are a few other simple things, like how the wind either increases or decreases clicks, etc.

That's the really rough outline:) I made some great play aides which I can post that help with sail and damage tracking... I'll post them when I get home.

Simple, but fun.

Edited by Lord Ashram

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