Thursday, May 10, 2012

rules of war:boarding

These are experimental rules concerning ship to ship combat. If you do not intend to use ships(or do not enjoy these rules) you may ignore them. If you have any comments or suggestions please don't hesitate to tell us. In order to use these rules, you need two areas 11.5" x 7"(29.5cm x 18cm) (the size of a shoebox lid) called decks:

Boarding Action
3 command points for the whole ship
-Boarding is an action that a ship's crew or passengers may do if their ships are locked together or are within 3" of each other. In order to keep the attacking ship running, you must have at least one crew member per ranged weapon, one to steer it, and one to keep the masts(or engines... or organs) in working order. A boarder is any model that is not engaged one one of the aforementioned activities or a model being transported by a ship. For all practical terms, each model counts as their own unit, with the loner special rule and has one command point (unless otherwise stated in their rules). All unit type benefits(i.e. banners, warhorns, etc.) affect all friendly models regardless of the distances

First, both sides nominate the number and type of models that they will be using. Next you set up the two decks with the same facings as the ship, but with twice the in game distance of the actual ships( for example, if the two ships were side by side and 1" apart, then you would set up the decks side by side and 2" apart). Set up all of the models in any way you like on your deck. The boarding action is fought with the same rules as a normal games but with the following changes:

-only 1 command point, but you can only go up to the model's max movement
- -1 to all shooting rolls when shooting at models on an opposing ship
Jumping 1 command point
-for use when getting from ship to ship. Roll a D6 for the model and subtract 1 for every 2" in between ships. If the roll is under their Armor, then the fall into the water, and must be placed halfway between the two ships. If passed, then they are placed on the opposing ship's deck within 1" of exactly opposite of where they were jumping from. If there is not enough space for them to jump to, then they count as failing the jumping test. A Jump also can count as a charge
Climbing 1 command point
-for use when getting back on a ship. Roll a D6. If it is below their armor then the model is stuck in the water. If it is above their Armor, then they may climb up. If the model is stuck in the water for three consecutive turns, then they are removed from the board and count as a casualty.
-a model may not march when boarding.
-If over half of all your starting models are lost, then you must take a courage check with the highest courage of any model currently boarding. 
 Drifting(test at the beginning of your turn)
-the two ships will Drift closer to each other, D6"-the Power of whatever model is currently steering, if their is no model attending the masts(or engine)

The Boarding action is fought like a normal game until any of the following conditions are met:
1)all the attacking or defending models are destroyed
2) The attacker(or defender) have at least twice as many models as the defender(or attacker) does
3) If either side fails their Courage check when they lose over half their models

If either side loses the fight then the ship counts as fleeing if their are models left. If their are no models left, then the ship counts as destroyed and is removed from the board.

Please note that, a boarding action is fought until either side loses, and does not affect the current turn count in the main part of the game.

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