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    FLEETS OF THE THINGS

    (aka Hordes of the Nautical Things )

    A variant/expansion for Hordes of the Things for recreating large but indeterminate scale fantasy naval battles.

    By Martin Costa

    (A joint production of Crustacium games and Obsessive Game designers Workshop)

    Original draft date 10/1/00

    Current draft date 10/9/00

    Version 0.21

    terial from Hordes of the Things (including unit names and play mechanics) and Classis by Dan varelli are used without permission, and

    is in no way intended as a challenge to ownership.

    cept as above, all material copyright 2000, M Martin Costa; This is a playtest copy - please do not distribute electronically unless approve

    author.

    Introduction

    e long been a nautical geek - just ask any of my friends, parents, wife, acquaintances, fellow worthless gamers or SC

    pes. I'm also a _BIG_ HOTT/DBA geek. Ask most of the same group. Take a lunch.

    nyway, I've always wanted to do a set of multi-period nautical fast play rules - Dan Varelli inspired me by developi

    e set of DBx style rules for the classical period, and some of his ideas have doubtless contributed to this productanks !). My problem has always been the result of my mavenry - i.e. worries such as "should a Venetii type classic

    p and a cog factor out the same given the former's lack of a keel ? " or "did the battle of espagnol-sur-mer demonst

    e inferiority of carvel built ships over clinker built ships in a pre gunpowder situation involving ramming" or even "

    you easily model the effects of wind bearing on classical sailing ships compared to post Napoleonic sloops". and eckily, the format of HOTT allowed me to turn a blind eye to anachronisms, and concentrate on effects of various sh

    signs in interaction, as well as providing me with a vehicle for inserting blatant literary & hollywood -style nautica

    mbat . Finally, the excuse-word " fantasy" does provide a useful cover-all for butt headed mistakes, as Jack Auberyould say (sort of, anyway).

    short, I've tried to meld a high adventure & ripping yarns sensibility with a simulation of how floaties work.

    h yeah. I've intentionally tried to develop a Barkerese style of rule writing for maximum backwards obfuscatory

    mpatability with HOTT. Hee Hee.

    joy.artin Costa

    ease send comments, editorial s or certificates for buckets of Doubloons to

    [email protected], after removing the obvious null "spamremove"

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    Element Types:

    cept as noted below, all HOTT element types are included exactly as presented in the original rules. Needless to sayrely nautical environment, many will be less effective, due to a distressing tendency to sink.

    f particular usefulness in this variant will be airborne elements (including Fliers, Airboats, Gods, and Flying Heroes

    rsonality types (Hero, cleric, Paladin, Magician) who are assumed to be able to obtain a boat or ship from which to

    rform; water lurkers, and missile elements which are able to engage nauticals within range from the land. (See belomments on Wizards)

    ith regard to interactions between the two, nautical elements that shoot count as shooters for combat outcome (main

    ep heroes from being slaughtered in an artillery rich environment) whereas land based artillery counts as shootinggates for purposes of outcome on nautical units; shooters have no special results when shooting at nauticals. All ot

    fects, unless noted specifically, are resolved as if no special type was involved.

    ne element must be designated as containing the Admiral. This element cannot be a Lurker, Sea monster, Sea serpe

    agon, God, Paladin or Buccaneer (way too anarchistic and unreliable to be trusted with overall command).

    both land and nautical elements are included in the scenario, the general or admiral must be of the predominating tyd type of which the opponent has at least one element,

    roes, Paladins clerics and Magicians are counted as mixed for movement purposes (only) if on water, as normal H

    pe if on land. For combat outcome use the most advantagous classification (nautical or non-nautical) if on water an

    ain as normal HOTT type if on land. They can move with impunity from land to sea & vice versa.

    autical elements

    OTT introduces a new class of elements: Nauticals. Elements are furtherclassified by movement type: Oared, Sail o

    xed.l new elements presented below are Nauticals

    alleon Large high charged ships with castles and buckets of marines. Artillery, if carried is either antipersonnel ld carriages & used at close range as an adjunct to boarding. Vulnerable to pinnaces for literary reasons. Examples

    clude the Great harry, and all huge gilded spanish treasure ships from hollywood.

    ove: 3" Type: Sail

    g Name chosen for coolness -functionally similar types include include the nau, knarr, carrack, hulk, carave

    donda etc. All smaller ships relying on wind for movement and boarding for combat. Often converted merchantmeamples include medieval cinque port warship, early chinese junks.

    ove: 3" Type: Sail

    gate Large, fast flush decked ships relying on heavy gunnery at range, but capable of boarding against most sh

    cept Galleons ( due to lack of castles and light artillery).ote "frigate" is somewhat of an anachronism; luckily this setting allows the purist in me to relax, and say that this c

    plicitly includes Elizabethan race built galleons) Examples include H.M.S. Surprise, H.M.S. Revenge, & the Arabel

    ove: 4" Type: Sail

    oop Smaller sail and gunnery ships, more likely to bugger off if overmatched, seldom willing to close and bogged so as to be more weatherly than most sail. Examples include the Golden Hind/Pelican, H.M.S. Hotspur, Atrop

    d Sophie (to drop names again)

    ove: 5" Type: Sail

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    alleass Big huge sail, oar and artillery barges. Comments as per galleons, except some ranged shooting is possi

    amples include big-ass roman quinqueremes as well as Venetian Lepanto-era galleasses, big fantasy Orc-type hulkm).

    ove: 2" Type: Oar

    alley Low decked, oar propelled ships, relying on ramming to destroy enemy. Artillery, if carried is used as et

    ti boarding (classical period) or as an adjunct/replacement for a ram (renaissance). Galleys can hold their own inarding actions with other galleys and smaller ships and boats, but are vulnerable to high sided ships, such as cogs.

    amples include Greek & persian triremes, carthageneian galleys, really annoyed English Olympic rowing sculls.ove: 3" Type: Oar (second move option & mandatory follow-up)

    ngship : Oar and and sail ships, crammed full of heavily armed criminal sociopaths. Extremely agile and fast but w

    ht hull vulnerable to rams and missiles. Willing and able to board & swarm over any other ship of less than capita

    amples include the Gokstad ship, and numerous finds at Skuldev; as well as saxon warships, Big irish Curraghs, pa

    agon boats and larger war canoes. Note that in many cases the vessle used could also be classified as a Cog or a galthe over enthusiastic crew that makes the difference.

    amples include Horn-helmed literary Vikings, Pierre LaGrand, Dyak warboats.

    ove: 4" Type: Oar (second move option & mandatory follow-up)

    nnaces Mobs of small boats of varied propulsion. nautical Hordes. A destroyed pinnacemay be replaced bypending 1 pip & reappears at the owning player's entry edge.

    amples include Dutch flyboats, "honest fishermen" from Devon & Rye. As well, Pacific Northwest Amerinds in w

    noes, mobs of piratical esquimaux in kayaks (as reported in various travel narratives of the time).ove: 2" Type: mixed

    a Serpent: HOTT dragons with milieux appropriate name . Not fliers, really, but hard to engage, so we keep them

    ay ;)

    a monster Monsters. In the sea. With big nasty point teeth. Kraken, Cecil (on a bad day); also, the disney Nautilund to charge and bite and ask questions later.

    amples include : most reported sea monsters, Kraken, non-melville whales in a surly mood, huge killer mutant trouarwhals

    ove: 3" Type: mixed (second move option & mandatory follow-up))

    ep ones Dudes who live underwater and are fond of swamping or swarming smaller ships or larger sea creature

    amples: mermen, those nasty D&D guys with a trademarked name, and coastal inhabitants of certain decaying New

    gland fishing towns.so, smaller, more numerous sea monsters, such as, say smaller mutant walking killer trout, or swarms of hungry

    awdads, for instance.

    ove: 4" Type: Oar (second move option)

    viathan BIG things that float and run other things down. Examples include Moby dick, Melnebonean war baddly enough, includes the Nautilus (Jules Verne version) in combat situations.

    ove: 2" Type: mixed

    eadnaught BIG or effectively invulnerable things that fire immense weights of artillery Examples include H.M.S.

    ctory, K.M.S. Bismarck, Korean turtle boats, civil war (or dwarvish )Monitors.ove: 3" Type: mixed

    bmersible Ships capable of limited submergance that rely on surprise and ramming to destroy foe. Very fragile i

    her situations. Examples include C.S.S. Hunley, Evil empire dwarf Subs, the Ben Franklinesque subs used in the m

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    uccaneer" (I think).

    uch more effective than historical examples.ove: 2" Type: Oar (second move option)

    reship/Hellburner Currently unable to decide which name is cooler. Represent all manner of floating disaster areas

    aded with combustables or explosives and aimed at the enemy with a lashed helm; very much a one-shot weapon.

    econd and subsequent move option)

    uccaneer Ships commanded by a dashing and heroic rogue, (often cruelly wronged by his homeland and /or love) ew of good-hearted murderers who cheerfully capture enemy ships for the good of their homeland and the entirely

    cidental plunder. Primary propulsion is literary, so no worries about wind direction. Unlike Hordes or Pinnaces,placement represents the same unit reappearing after a Cunning Escape or a sequel. Examples include, PETER BLO

    ancis Drake in his hollywood "Seahawks" guise, a monumentally revisionist Blackbeard. A destroyed buccaneer m

    placed by expending 6 pips & reappears at the owning player's entry edge; Note: the high cost represents both play

    lance and everyone watching in awe while the Star reappears).ove: 5" Type: mixed

    quamancers/Boccour: Currently unable to decide which name is cooler. HOTT mages with milleaux appropriate na

    d modified so they don't suck at sea (remember the rules about spells and water ?). Ignore the penalty for casting a

    ater; replace with same penalty for casting across land. Otherwise the same, except that they are encorcelled as a fishher suitable aquatic type on the second bepelling roll of a 1.

    ote: HOTT magicians, if used as is, cost 3 points if used in FOTT battles.

    rkers: For the normal pip costs, water lurkers may be placed anywhere in the water in contact with an element thatunts as being in bad going ; note that this explicitly includes the effects of wind and weather. They also may be pl

    ywhere in the water for double the current replacement value. Regular lurkers may only be placed in rough going o

    nd, (or, optionally, sagassos)

    ew Element Costs

    viathan, Dreadnoughts, Buccaneers, Sea Serpents, Aquamancers/Boccours & Sea monsters cost 4 points

    alleons, Frigates, Galleasses & Submersibles cost 3 points

    nmodified HOTT magicians cost 3 points.

    nnaces cost 1 point

    l other cost 2 points.

    eet limitations are as in HOTT - maximum of half the cost may be in 3 or 4 point elements.

    Scale & Basing:

    present, the scale & basing system is constrained by the contents of my collection and is quite varied with regard toale. However, the basing convention used thus far is one model/base on a 20mm frontage x 40mm + depth base.

    nnaces are currently mounted three to a base, on 20mm x 20mm base. Overall scale is approximated as 1/1200, but

    cludes both 1/1000, 1/600 and 1/2400 models, as well as some 25mm figures (gods, monsters, etc...).

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    ovement is in inches, and, being indeterminate fantasy-type scaling units, 1" can be assumed to equal 100p for combnd/sea HOTT games in 15mm.

    odel/element representation is left purposely indeterminate. In some ways the elements act like squadrons, and in m

    ays like individual ships, allowing for the parts of the story where the fleets clash, and then zoom in on the hero's sh

    Movement

    ovement is by groups or individual elements as regulated by pip expenditure.

    ch player rolls a D6 at the beginning of their bound, and then allocates pips for movement, replacement , bespelling

    sorcellement and capturing elements as needed throught the bound. Unused pips may be reserved for spellcasting

    pturing in the opponents bound but are lost if not used by the end of the opponent's next bound.

    oups may be any elements in contact; all elements must have the same heading, unless moving as a one element wid

    lumn. A group may not contain both Sail and Oar types, or elves and dwarves (for maximum compatibility with the

    es ;) ) .

    ared elements or groups require a pip to move; otherwise they remain in place.

    il elements or groups move a full move ahead, _unless_ a pip is spent. which allows maneuvering.

    oups of any type must move forward or by wheels, or ,if oared, directly to the rear. yadda yah wheel thru same arcs

    dda yah.

    dividual sail elements, if moving, move directly ahead ; but may turn turn to any heading _once_ at any point durin

    ovement (or without movement) or maintain position and heading (boxhauling, belike, arr) for one pip.

    dividual oar or mixed elements may move in any direction including directly to the rear and may make any numberading changes.

    ovement expended to turn is not counted against a Nautical element's allowance.

    sail element uses the movement allowance it STARTS its movement with regardless of changes of heading or wind

    us moving from reaching to beating does not reduce the elements overall movement; not would the reverse increasestification: 1. I think it more effectively models how sailing ships move compared to land units (inertia being a big

    ctor at sea) and 2. makes group movement MUCH simpler.

    ements in contact with enemy elements at the beginning of a bound may not move, except to break contact with a sl

    ponent, moving and costing pips as an individual element.ements in contact and not allocated a pip for movement (or station keeping, as appropriate) drift 1" directly downwi

    ch bound, after ALL player movement is completed.

    able to otherwise move, Galleys, Sea Monsters and Submersibles may make a second normal move for an extra pip

    ch move results in the element ending in frontal contact .

    ot and mounted units may only enter shallow water if part of the element is in contact with dry land (yes, they're wa

    nd can engage nauticals by so doing ! This is fantasy, after all) but may not enter deep water at all, and are destroy

    rced to do so.

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    igression & rationalization: compared to infantry types, mounted and behemoths can go further : they are, after all

    ler, whereas blades are more heavily armored than shooters or warbands, and more likely to drown; and beasts canim some, after all. Dog paddle anyone ?)

    Terrain

    ind and weather are treated as terrain factors at sea in addition to physical features.ind direction and weather are determined before the scenario, and may change during its course.

    iling ships except for sloops count as beating if the wind is forward of the beam (90 degrees); sloops if it is forward

    degrees.

    il movement treats beating movement and storm conditions as bad going; and are becalmed if no wind exists.ar treats rough seas conditions and worse as bad going.

    xed treat storm conditions as bad going

    rborne treat storm and worse as bad going.

    ind and weather effects are cumulative with other terrain.

    her terrain

    allows count as bad going for Galleons, Galleasses, Frigates, Leviathans Dreadnoughts and Sea monsters

    ugh seas (waterspout, maelstrom, white water/breakers, insanely strong currents) count as bad going for all except

    borne types.

    efs are treated as rivers, and while not bad going, require a roll to pass for all except airborne types, pinnaces, deep d buccaneers and heroes (who always know the secret passage).

    rgassos are bad going for all and require a roll to pass, except for deep ones and sea monsters (they live there, after

    OTE: for maximum fun, allow foot units to move by individual elements on sargassos (remember the movie whereed balloons and pontoons ! fun fun fun).

    ote: randomly firing cannons are NOT terrain. Included at the insistance of my local gaming group (Hi, Pete !)

    Combat

    ooting

    ements shoot as in HOTT; extra elements beyond the first count as overlaps, etc.

    ote that a shooting element cannot act as a support if it can itself be shot at.

    ooting ranges :tillery 5" shooting from front edge

    eadnaught 4" from any side

    gate, Buccaneer 3" from either sideoop 2" from either side

    alleass 1" from any side

    autical elements fire only in their own bound, unless shot at, and may only fire at one target, which must be any elele to shoot at it if such is available.

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    nce captured (or recaptured) by any other than Buccaneer, elements may not shoot again within the timeframe of a b

    ose combatement in full edge contact with a fireship or opposing elements, (front, rear or either side) fight as in HOTT with th

    lowing changes.

    ntact occurs when any part of an element touches any part of an opposing element. If this does not involve an edge

    e attacking elements (front, rear or either side) being in full contact, the attacking ship is moved the minimum

    ccessary such that one edge of the attacker fully contacts the opponent; multiple elements may contact the same elespace permits.

    hen multiple ships are in contact with a single opponent, the owner chooses which is to be the primary element for

    ctors and outcome, with extra ships in contact counting for overlap, or outcome, if worse than that of the primary co

    ips which have any contact less than a full edge with an opponent after all movement count as overlaps; elements i

    de or front or rear contact with the friendly primary element count as overlaps.

    n overlapping element may count as an overlap for multiple combats, but a primary element may not be count as anerlap for another combat.

    l overlapping elements share the outcome of the primary element.

    ombat factors

    e outcome results for individual element factors. In addition :

    captured element; Galleass shooting; Sea Monster , Dreadnaught or Leviathan in contact in shallow water; or if anyooting in storm.

    per overlap or extra contact after the primary; Galleon, Frigate, Submersible or Galleass in contact or shooting; or

    eadnaught shooting in shallow water; or Galley , Longship or Pinnaces in contact or if any shooting in rough seasorse.

    Admiral's elementGalley, Submersible, or sea monster ramming (moved into frontal contact this bound).

    Combat outcome

    final combat result is:

    reater than opponent'sstroyed if fireship

    ed

    th destroyed if either element is a submersible or sea monster in ramming contact; or if in contact and either elemen

    her dice is a six.

    stroyed if sail or oar in contact with foot or if fireship/hellburner and shot at or in contact with pinnaces;

    se, remain in contact;

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    ss than opponent's but greater than half:

    stroyed by Fireship in contact, unless pinnaces; or any except god or leviathan in contact with leviathan front edge

    ptured by Buccaneer in contact

    stroyed if sail or oar in contact with foot.

    coil if Foot or Mounted in contact with nautical

    not specified above:

    alleon +5 destroyed by shooting frigate, galley in ram contact , captured by

    pinnaces in contactg +3 destroyed by galley in ram contact, captured by longship

    gate +3 destroyed by galleon in contact, galley in ram contact, captured by

    frigateoop +2 destroyed by Galleon or Cog in contact. Captured by longship. Flee

    from sea monster, shooting or deep ones

    alleass +4 destroyed by galley in ram contact

    alley +2* destroyed by shooting frigate, cog or galleon in contact ,galley inram contact; recoil from Galleass; captured by longship.

    ngship: +2 destroyed by shooting, cog in contact, contact; captured by

    longship, or deep onesnnaces +1 destroyed by longships or cogs in contact; captured by deep ones

    a monster +3* destroyed by deep Ones, pinnaces or longship in contact

    ep Ones +2 ignore shooting unless on land or in shallow water;otherwise, destroyedby longship, sea monster or or pinnaces in contact

    viathan +5 destroyed by airboat or shooting dreadnaught

    eadnaught +4 destroyed by submersible in contact or flierbmersible +0* destroyed by flier, or any in contact. Ignore shooting in own

    bound.uccaneer +3 destroyed if in contact.

    ro, Cleric, Paladin, fliers, airboat, water lurkers, or sneakers as in HOTT

    in contact and not specified above, remain in contact .

    if shot at and not specified above, turn away and recoil from shooting

    ote: ram contact is any situatiation in which the element in question has moved into frontal contact this bound, and

    herwise qualifies for the +2 ramming bonus.

    alf or less than opponent's:ep Ones not in shallow water or on land Flee 6"

    se

    shot at, captured or destroyedin contact, destroyed unless captured by a less extreme result (above).

    apturing elements.

    ptured elements are moved into contact with the winning element if not already in contact; capturing player must p

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    ps equal to the cost of the element -1 immediately (using reserved pips) or at the beginning of the winning players n

    und . If pips are not expended, element is destroyed. If the losing player is able to move an element into contact we captured element BEFORE the pips can be paid, the element is recaptured automatically, but cannot be moved tha

    und and is still classed as a captured ship for combat. Combat must take place if enemy in contact, with recaptured

    unting as primary or overlap as described above.15/01: the capturing rules were revised, (read: simplified) due to not working in several playtest

    uations...picky,picky,picky....

    llowing uphen an opponent recoils or is destroyed, elements required to follow up do so by moving forward the depth of their the enemies base, if enemy unit was destroyed

    ctory

    in HOTT.

    Optional rules:

    erchants : each merchant added to players fleet (up to a maximum of 4) allows 1 bonus points of extra units, but if

    captured, count as 2 pts each toward defeat. If all are sunk or captured, the owner is defeated regardless of othernditions.

    erchants are initially declared as sail or oar at owning player's discretion.

    mbat factor: +1mbat result less than but greater than half: destroyed by sea monsters, deep ones, submersible or leviathan in front e

    ntact ; captured by any other in contact or shooting.

    mbat result less than half : destroyed by shooting, captured by oar or sail in contact, destroyed by other in contact.is rule is untested and chrome, pure and simple.

    aking: add to combat factors table

    if shot at and shortest line distance from shooter to target is through targets front edge, and "

    is was deleted because long bitter experience has taught me that the most contentuous part of any age of sail game raking. And indeed , just the above sentence generated a paragraph of questions and need for clarification. So, TH

    rew Quality: Crew quality is an important factor in maritime battles, and cool to boot.

    te crew gain a +1 at all times. Element cost x 2

    ack crews gain a +1 when scoring less than or equal to their opponent in shooting or close contact.ement cost x 1 1/2

    een crews suffer a -1 when scoring less than or equal to their opponent in shooting or close contact Element cost x

    or crews gain a -1 at all times Element cost x x 1/2

    and 4 point elements cannot be modified by the above.