Bomb Ketch:
10 Movement Points per turn.
2 Cannons each side.
1 Forward facing mortar each side.
6 HP Stern, 8 HP Bow, 12 HP Sides.
Corvette:
8 Movement Points per turn.
4 cannons each side.
8 HP Stern, 12 HP Bow, 16 HP Sides.
Frigate:
7 Movement points per turn.
6 Cannons each side.
12 HP Stern, 18 HP Bow, 24 HP Sides.
Ironclad
5 Movement Points per turn.
6 Cannons each side.
18 HP Stern, 27 HP Bow, 36 HP Sides.
Each player will control one ship.
There will be no alliances between fleets.
There may be up to two privateer's Corvettes floating around. They are easy prey if you are in numbers, but they are experienced.
Each action takes one movement point. Guns have a range of 2 squares (hit any ship up to the second square directly abeam) and cannot fire over the islands. Any ship hitting an island or going off the edge of the map will lose 3 HP from the bow and all remaining movement points for that turn. I will not play a fleet, but the privateers will be controlled by me. Remember, ramming another ship or an island will lose you 3 HP on the bow. In addition, there are buyable upgrades (an idea Yak talked about). There are port towns on the map, and making it to a port allows you to buy upgrades. Each costs 100 gold pieces. 5 extra volleys (must be declared during the attack, ie I am using an extra volley this round). Players: Please sign up and decide what type of ship you want. Please provide a name for your vessel. BTW, there is no combat in the five ocean blocks nearest to the ports. The operators don't like people who try to guard and keep other from spending their money. Obvious attempts to "guard" a port will result in the town's cannons firing upon you. Movement: 10 Captain Scarlet (Frank) (Yellow) Movement: 7 Captain EoJ (HMS Ninja Squirrel) (Green) Movement: 10 Captain Galchobar (The Yzerman) (Blue) Movement: 8 Captain RodtheGod (The Black Leaf) (Pink) Movement: 8 Captain Ferret (The Edge of Mentality) (Pale green) Movement: 5 Admiral Makaveli (USS Queensbridge) (Black) Movement: 8 Captain Flame (The Inferno) (Golden) Movement: 7 Captain Jaxy (Bomb Ketchup) (Dark Blue/Green) Movement: 11 [This message has been edited by Johndisp (edited 08-04-2006 @ 11:39 PM).]
- Move Forward.
- Turn to Port (left for landlubbers).
- Turn to Starboard (right for landlubbers).
- Fire guns to Port - Fires a volley of all portside cannon.
- Fire guns to Starboard - Fires a volley of all starboard side cannon.
- Fire mortar - Fires both mortars (Bomb Ketch only).
Mortars have a range of between two and five squares directly forward and can fire over the islands.
Each forward movement moves your ship one square forward and each turn turns your ship by 90 degrees.
Gunnery gets better the closer you are to the target.
For a broadside to broadside attack, you have a 60% chance of hitting a target in the first square and a 30% chance of hitting a target in the second square.
For a broadside to bow or broadside to stern attack, the chances are 50% and 20% respectively.
Mortars against a broadside have an 80% chance of hitting from 2 squares, 60% chance of hitting from three squares, a 40% chance of hitting from four squares and a 20% chance of hitting from five squares.
Against a bow or stern, these chances are 65%, 45%, 30% and 10% respectively.
Each hit by a cannon takes off 1 HP from the section of the ship hit, each mortar hit takes 2 HP.
You have limited ammunition, each ship will have enough ammunition for two firing volleys (cannon or mortar) per turn, it doesn't matter where they are fired from.
All probabilities will be worked out using percentile dice.
A ship is considered dead when it is holed (ie. no HP left on any section).
If you kill a ship, then you get an experience point.
Each experience point gives a 5% bonus to the chance of any shot hitting.
You will lose firepower when you are hit.
Frigates and Corvettes will lose one cannon for every 4 HP lost on that side.
Ironclads will lose one cannon for every 6 HP lost on that side.
Bomb Ketches will lose a cannon after 4 HP and a mortar after 8 HP.
If two ships collide, the ship that is stationary will lose 2 HP from the point of contact.
The moving ship will lose 3 HP from the point of contact (the bow) and lose all remaining movement points for that turn.
Each ship will gain 1 Repair Point at the end of each turn.
This allows them to repair damage at a maximum rate of 2 HP per section per turn.
This will gain you back your lost guns if you repair enough HP.
Repair Points can be stocked up between turns if they are not needed or the commander does not want to repair his ship for some reason.
Repairing will not cost any movement points and must be done at the start of a turn.
Any section or combination of section may be repaired at once.
There will be chests in the water, picking these up may grant you bonuses or they may contain a mine.
Where x is a random variable:
- Extra Cannon (0 to 15) - You get an extra cannon on the side of your choosing.
- Upgraded Sails (16 to 30) - You get 1 extra movement point per turn until the end of the game.
- Repair Kits (31 to 45) - You get 5 Repair Points.
- Extra Ammunition (46 to 60) - You get one extra volley of ammunition per turn until the end of the game.
- Upgraded Powder (61 to 75) - Your cannon get their range increased by one square.
- Armour Plating (76 to 90) - This can be added to any section and increases the hitpoints of that section. It takes damage first, and once it is gone, it is permanently lost.
- Mine (91 to 100) - You lose 3 HP on each section.
The islands are defined as any square containing land.
Firing at where a ship has just left carries no penalty, but you do look fairly stupid doing it.
20 extra crew (increases movement by 1)
5 experienced cannon crews (increase cannon range by 2 spaces)
Copper hulls (adds 5 hit points to a side for each time its bought)
Repair 5 points damage (this allows the port crews to repair some of your ship. You decide where to apply the points. This can only be bought twice)
Dio
Scarlet
EoJ
Ichbinian
RodtheGod
Ferret
Shadowarmy
Taylorflame
Lord Byron the Shipwright (HMS Jaxy) (Red)
Cannons: Port 2, Starboard 2
Mortars: 2
Hull strength: Bow 8 HP, Stern 6 HP, 12 HP Port, 12 HP Starboard
Kills:
Volleys: 2
Moved round 4: No
Repair points: 8
Treasury: 100
Cannons: Port 6, Starboard 6
Hull strength: Bow 18 HP, Stern 12 HP, 24 HP Port, 24 HP Starboard
Kills:
Volleys: 2
Moved round 4: No
Repair points: 8
Treasury:
Cannons: Port 2, Starboard 2
Mortars: 2
Hull strength: Bow 8 HP, Stern 6 HP, 12 HP Port, 12 HP Starboard
Kills:
Volleys: 2
Moved round 4: No
Repair points: 3
Treasury:
Cannons: Port 4, Starboard 4
Hull strength: Bow 12 HP, Stern 8 HP, 16 HP Port, 13 HP Starboard
Kills:
Volleys: 2
Repair points: 3
Moved round 4: No
Treasury:
Cannons: Port 6, Starboard 6
Hull strength: Bow 15 HP, Stern 12 HP, 24 HP Port, 24 HP Starboard
Kills:
Volleys: 3
Repair points: 3
Moved round 4: No
Treasury: 200
Cannons: Port 6, Starboard 6
Hull strength: Bow 27 HP, Stern 18 HP, 36 HP Port, 36 HP Starboard
Kills:
Volleys: 3
Repair points: 3
Moved round 4: No
Treasury: 100
Cannons: Port 6, Starboard 6
Hull strength: Bow 15 HP, Stern 12 HP, 24 HP Port, 24 HP Starboard
Kills:
Volleys: 2
Repair points: 3
Moved round 4: No
Treasury: 100
Cannons: Port 6, Starboard 6
Hull strength: Bow 18 HP, Stern 12 HP, 24 HP Port, 24 HP Starboard
Kills:
Volleys: 2
Repair points: 3
Moved round 4: No
Cannons: Port 2, Starboard 2
Mortars: 2
Hull strength: Bow 8 HP, Stern 6 HP, 12 HP Port, 12 HP Starboard
Kills:
Volleys: 2
Repair points: 3
Moved round 4: No
Treasury:
Extended range from cannon crews
Life is full of challenges. You can either step up to them, or step out of the way. The ones who step up, are the ones who will someday rule the world.