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Man’O War Roleplay Rules
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Author: BrizzleRob [ 02 Mar 2008 09:33 pm ]
Post subject: Man’O War Roleplay Rules

Contents
1.0 Overview
2.0 Terrain and Locations
3.0 Units
4.0 Sequence of Play
5.0 Combat
6.0 Trade
7.0 Captains and Crew
8.0 Games Master Role
9.0 Random Events

1.0 Overview
To come

2.0 Terrain and Locations
2.1 – Typical Board Arrangements
The board for MoWRP can be as large or as small as you like, depending on the number of players and the desired game intensity. More to come

2.2 – Land Masses
All geographical objects on the board are considered land masses with the following exceptions; sand bars, rock formations and sea forts.

2.3 – High Seas
Any area of sea at least 12″ clear of large land masses is considered ‘high seas’. Ships which spend their entire move on the ‘high seas’ under sail, and make no changes in heading (turns), obtain a 2″ bonus move along the same heading.

3.0 Units
3.1 – Starting Units
Each player starts with a single ship of the line (Imperial Wargalley?). The Games Master (GM) has a range of small cargo ships (4x Cogs) and a couple minor warships (2x Corsairs) for each faction.

3.2 – Unit Descriptions
To come

3.3 – Obtaining New Units
New ships can be ordered from friendly and neutral ports with a shipyard. A shipyard can only build one unit per turn although other orders can be queued. The cost of a ship in GP is three times the number of ship battle honours.

3.4 – Upgrades and Repairs
Upgrades (Man’O War cards) and repairs can be made at a port with a shipyard. A single upgrade or repair can be made at each shipyard each turn. An upgrade costs 100GP. The cost of a repair depends on the extent of damage; 50GP per damage location.

4.0 Sequence of Play

  1. In order of highest initiative each player moves all their units
  2. The GM performs his moves
  3. Random events are determined
  4. Determine trade price fluctuations

4.1 – Determining the Order of Play
Players roll a D6 each to determine their initiative score. The player with the highest score moves first and then the next highest, and so on. Players with equal initiative should roll off to decide which goes first.

5.0 Combat
Standard Man’O War combat rules apply.

6.0 Trade
6.1 – Trade Items
There are three trade items; timber, textiles and food. The standard price of all these commodities is 200GP but this does fluctuate. The price of a commodity can never fall below 50GP! A ship can only visit a single port a turn. A single cargo commodity takes a single hull hit point space; with ships being able to carry only as much cargo as they have total hull hit points.

6.2 – Trade Price Fluctuations
Before the game starts the price of commodities in each port must be determined. The following table is used to modify prices. At the end of each turn the prices may fluctuate, as determined from the second column of modifiers.

<table><tr><td align=”middle” width=”10%”></td><td align=”middle” width=”15%”>Setup Modifier</td><td align=”middle” width=”15%”>End of Turn Variation</td></tr><tr><td align=”middle”>1</td><td align=”middle”>-100GP</td><td align=”middle”>-50GP</td></tr><tr><td align=”middle”>2</td><td align=”middle”>-50GP</td><td align=”middle”>-50GP</td></tr><tr><td align=”middle”>3</td><td align=”middle”>0GP</td><td align=”middle”>0GP</td></tr><tr><td align=”middle”>4</td><td align=”middle”>0GP</td><td align=”middle”>0GP</td></tr><tr><td align=”middle”>5</td><td align=”middle”>+50GP</td><td align=”middle”>+50GP</td></tr><tr><td align=”middle”>6</td><td align=”middle”>+100GP</td><td align=”middle”>+50GP</td></tr></table>
6.3 – Special Facilities
Some ports have ship building and repair facilities. Each of these facilities can only build a single ship in a turn in addition to repairing or upgrading a single ship a turn. To buy/repair/upgrade a ship a player must have a ship visit the port to place the order; orders may be queued. See sections 3.3 and 3.4 for further details.

7.0 Captains and Crew
7.1 – Ship Crews
To come

7.2 – Hiring Captains
To come

7.3 – Soldiers
To come

7.4 – Loyalty
To come

8.0 Games Master Role
To come

9.0 Random Events
9.1 – Determining Random Events
At the end of each turn the GM rolls a D66 to determine whether a random event occurs. Follow the instructions for the random event listed in the table below.

A port/ship can be affected by multiple random events, but where a conflict in the rules arises the most recent event takes priority.

9.2 – Table of Random Events
11 – Leviathan Attack! A Black Leviathan is on the rampage! Each turn the players and GM randomly determine who will place and control the Leviathan. The Leviathan must be initially placed in ‘high seas’. On each subsequent turn the Leviathan’s controller must first roll to see if the monster disappears on a 6+. If the Leviathan is killed the victor can claim a 1200GP bounty from the nearest friendly or neutral port.
12 – Sea Dragon Strikes! A Sea Dragon is creating havok on the high seas! Each turn the players and GM randomly determine who will place and control the Sea Dragon. The Sea Dragon must be initially placed in ‘high seas’. On each subsequent turn the Sea Dragon’s controller must first roll to see if the monster disappears on a 6+. If the Sea Dragon is killed the victor can claim a 900GP bounty from the nearest friendly or neutral port.
13 – Megaladon Rampage! An oversized shark, a Megaladon, is hungry for blood! Each turn the players and GM randomly determine who will place and control the Megaladon. The Megaladon must be initially placed in ‘high seas’. On each subsequent turn the Megaladon’s controller must first roll to see if the monster disappears on a 6+. If the Megaladon is killed the victor can claim a 900GP bounty from the nearest friendly or neutral port. If the Megaladon goes out of control all the other players and GM will roll to see who obtains control.
14 – Kraken Chaos! A Kraken has strayed from its lair! Each turn the players and GM randomly determine who will place and control the Kraken. The Kraken must be initially placed in ‘high seas’. On each subsequent turn the Kraken’s controller must first roll to see if the monster disappears on a 6+. If the Kraken is killed the victor can claim a 600GP bounty from the nearest friendly or neutral port.
15 – Behemoth Loose! It’s Behemoth hunting season! Each turn the players and GM randomly determine who will place and control the Behemoth. The Behemoth must be initially placed in ‘high seas’. On each subsequent turn the Behemoth’s controller must first roll to see if the monster disappears on a 6+. If the Behemoth is killed the victor can claim a 600GP bounty from the nearest friendly or neutral port, and provides 3 cargoes of food.
16 – Twenty Thousand Rivets Under the Sea The captain of a Dwarf Nautilus has gone mad after spending so long cooped up at sea. Each turn the players and GM randomly determine who will place and control the Nautilus. The Nautilus must be initially placed in ‘high seas’. If the Nautilus is destroyed the victor can claim a 600GP bounty from the nearest friendly or neutral port.
21 – Bumper Crop There is a glut of food being produced in one randomly determined port. Prices crash to 50GP. On each subsequent turn the GM must roll a D6 during the random events phase to see if the crop lasts. On the first subsequent roll a 4+ the crop returns to normal, on the following turn the crop fails on 3+ and then for each turn afterwards a 2+ is required. While this event remains the price of food cannot vary in this port.
22 – Timber Tumbles Supply of timber is far outstripping demand in one randomly determined port. Prices crash to 50GP and double the number of ships can be built in a turn. On each subsequent turn the GM must roll a D6 during the random events phase to see if the excess lasts. On the first subsequent roll a 4+ timber stocks returns to normal, on the following turn the surplus is used up on 3+ and then for each turn afterwards a 2+ is required. While this event remains the price of timber cannot vary in this port.
23 – Bargain Prices In one randomly determined port it has been a productive year for wool production. Textile prices crash to 50GP. On each subsequent turn the GM must roll a D6 during the random events phase to see if the price remains rock bottom. On the first subsequent roll a 4+ stocks returns to normal levels, on the following turn the surplus is used up on 3+ and then for each turn afterwards a 2+ is required. While this event remains the price of textiles cannot vary in this port.
24 – Gold Galleons Two Galleons fully loaded with gold (800GP in each) are returning to the Old World, escorted by four Corsairs. The gold fleet must try to reach a randomly selected port, which would claim 300GP in tax for each ship. A randomly determined player (not the GM!) places the gold fleet somewhere on the high seas, but the fleet is otherwise controlled by the GM.
25 – Wind Backs The direction of the wind move anti-clockwise 180 degrees.
26 – Wind Moves The direction of the wind move anti-clockwise 135 degrees.
31 – Wind Shift The direction of the wind move anti-clockwise 90 degrees.
32 – Wind Change The direction of the wind move anti-clockwise 45 degrees.
33 – Another Peaceful Day Nothing occurs.
34 – Fair Winds and Fair Weather Nothing occurs.
35 – Plain Sailing Nothing occurs.
36 – Gentle Breeze Nothing occurs.
41 – Calm Seas Nothing occurs.
42 – Quiet Day Nothing occurs.
43 – Blue Skies Nothing occurs.
44 – Leisurely Sailing Nothing occurs.
45 – Free Running Nothing occurs.
46 – Crystal Waters Nothing occurs.
51 – Soft Breeze Nothing occurs.
52 – Easy Living Nothing occurs.
53 – Wind Moves The direction of the wind move clockwise 45 degrees.
54 – Wind Shifts The direction of the wind move clockwise 90 degrees.
55 – Wind Change The direction of the wind move clockwise 135 degrees.
56 – Wind Backs The direction of the wind move clockwise 180 degrees.
61 – Trade Strike In one randomly determined port the textile workers have gone on strike, protesting that manufacturing jobs are being moved elsewhere. The price for textiles rises to 400GP. On each subsequent turn the GM must roll a D6 during the random events phase to see if the strike continues. On the first subsequent roll a 4+ workers cease their industrial action, on the following turn the strike ends on a 3+ and then for each turn afterwards a 2+ is required. While this event remains the price of textiles cannot vary in this port.
62 – Forest Fire One randomly determined port has a shortfall of timber due to raging forest fires. The price for timber sores to 400GP and all ship building is postponed. On each subsequent turn the GM must roll a D6 during the random events phase to see if the fires continues. On the first subsequent roll a 4+ the fire subsides, on the following turn the blazes extinguish on a 3+ and then for each turn afterwards a 2+ is required. While this event remains the price of timber cannot vary in this port.
63 – Drought One randomly determined port is hit by a drought. The price for food sores to 400GP. On each subsequent turn the GM must roll a D6 during the random events phase to see if the drought continues. On the first subsequent roll a 4+ the rains return, on the following turn the farmers can rejoice on a 3+ and then for each turn afterwards a 2+ is required. While this event remains the price of food cannot vary in this port.
64 – Plague Ships Two randomly determined ships are infected by Black Death! Each turn an infected ship loses a random crew counter to the plague on a 6+. With a score of 1-2 a ship becomes free of plague. Infected ships can pass on the plague to other ports they visit on a 4+. If a port is infected see the rules in event 65 – Plague Arrives.
65 – Plague Arrives! One randomly determined port is hit by Black Death! All production in the port ceases, however the black market thrives. Brave merchants can sell their supplies for twice the usual price, but run the risk of the crew becoming infected on a 4+. Each turn an infected ship loses a random crew counter to the plague on a 6+. With a score of 1-2 a ship becomes free of plague. Infected ships can pass on the plague to other ports they visit on a 4+. While this event remains the price of all commodities cannot vary in this port, and any other infected ports.
66 – Storm! A fierce storm strikes the coast. All ships are moved 1″ in the direction of the wind (check for groundings!) and movement for is reduced to half. On each subsequent turn roll a dice in the random events phase to see if the storm subsides. A score of a 4+ means the storm continues for another turn.


Author: snailracer [ 03 Mar 2008 05:31 pm ]
Post subject: Re: Man’O War Roleplay Rules

1.0 Overview
Its the golden age of piracy in the warhammer world. The new world has been found and all of the races of the old world are rushing to exploit the resources that have become available. The vast amounts of treasure and valuable goods being transported are an easy target for anyone with enough money and bravado to hire a ship and crew and take to the seas.

The ideal place for would be pirates to start are a small series of island off the new world coast that act as a trading hub. A man(or elf, or orc, or rat, or whatever) can carve himself a reputation and make a fortune if he’s lucky, if he’s unlucky death awaits with open arms (or Jaws).

2.0 Terrain and Locations
2.1 – Typical Board Arrangements

A series of islands. Thinking 6×4 table. one main island in middle, or slightly off. Half islands along the edges/corners – maybe 3 or 4. Definitely need a deep water shipping channel area running past the group of islands with channels running off it to the various island ports. Ports on each island, maybe one on each half island and three on main island. Main island has a large fortified port town for the area governor (and his daughter to kidnap). Plantations on other islands and smaller ports. the occasional deserted small island for burying your treasure.

3.0 Units
3.1 – Starting Units

Captain (you) and crew. 4 crew and a small vessel to begin with. Or start without a vessel and try to acquire a bigger one but with risks.

3.2 – Unit Descriptions

Captain has all of the characteristics (Leadership, fight skill, etc) extra crew add to these abilities. So basic starting crew give no modifiers. extra crew increase fighting ability, specialist crew increase other aspects (surgeons, carpenters, armourers etc). Captains leadership must be higher than number of crew he has or they may mutiny?

3.3 – Obtaining New Units

Hiring crew from ports using booty. Capturing slaves and releasing them to be crew. Any other types of captive will be killed or ransomed as they’re never likely to be trust worthy.

3.4 – Upgrades and Repairs

Repairs when in port, or minor repairs at sea using your carpenter/specialist. Upgrades to ships can only be from capturing vessels. if you lose your ship you have to start again? maybe some crew may stay but most will desert.

4.0 Sequence of Play
4.1 – Determining the Order of Play

Initiative? Highest roll on a D6 goes first. Possibly have abilities to seize the initiative (great leadership or something?)

5.0 Combat

Standard Man’O War combat rules apply.

6.0 Trade
6.1 – Trade Items

Captured: sugar, rum, tobacco, wood, furs, slaves
Trade for: Weapons, sails, boarding equipment, ship upgrades, lifeboats, a pet monkey

6.2 – The Trade Market

Work out value of captured goods/booty you have. Decide what you want and work out its value and trade. Captain can make certain number of trades, crew can make less. The more crew a captain takes with him or sends to trade the less likely they are to get ripped off.

6.3 – Special Facilities

RNR: send your crew for a good night out. Could have benefits but they might end up in a bar fight or catching something nasty!!!

Just some ideas.

I like the idea of heading out into the shipping lane to attack a merchant vessel. The merchant vessel can be GM generated and might be a small slaver ship or a heavily guarded Man o War.
Once sighted the player can then decide to attack or leg it. Legging it may draw the Man o War after you as running away makes you look like a pirate.
Attacking would allow you a few options; trick them into surrender (running up false colours), trick them into getting close and then threaten them into surrender, board them, etc. Actually sinking the ship is not preferable as you get no booty, unless its a pirate hunting naval ship and then you help increase piracy by removing the fuzz!!

A captain with a high enough leadership (or whatever) should be able to trick a Man o War into boarding range and then attack it without getting shot up from range. if he’s really good the Man o War might even surrender without a fight (bloodthirsty reputation etc).

Losing fights or running away should increase the chance of mutiny. Obv running from a much superior man o war is sensible and the crew may like you better for it.

If lots of players start attacking the shipping lanes the GM can have lots of options. Stop the merchant ships sailing, have Man o Wars disguised as merchants, have merchants ecorted, etc. Could even have the local governor recruit a fleet of privateers (and if you were lucky enough to be in port that day you might end up policing yourself!). Could have several privateer fleets from each nation who has an interest in the area.

Players should definitely be able to advance up to being a privateer or even buying themselves a captaincy in the royal navy!


Author: snailracer [ 03 Mar 2008 06:01 pm ]
Post subject:

This is the kind of map I had in mind. Very crudely drawn using paint but hopefully you get the idea.

Image

The land masses are probably a bit large and could be split up into several smaller pieces.

Maybe we can combine the civial war rules to allow foraging parties to be sent across islands?


Author: DOOM [ 04 Mar 2008 07:14 am ]
Post subject:

Rob put the headings up so we could later, when we had the time, fill in with what we’d already discussed. Wasn’t expecting anyone to come back with ideas yet!

Some interesting stuff in their Matt, but we were going for a very basic ruleset to start with. Essentially going on the idea of having lots of simple rule processes to build an overall engrossing game.

If/When I get a decent amount of time to sit down I might finally get those last rules down for my civil war rules and have a go at putting up some of Rob and my ideas under the headings. Maybe rob will have a go first though.


Author: BrizzleRob [ 05 Mar 2008 09:10 am ]
Post subject:

Aye the plan was to fill it in with some rules Julian and myself had discussed over the weekend. A number are identical, or very similar, to those you have already proposed.

I’m at home today ill so I should manage to fill in some of the blanks.


Author: snailracer [ 05 Mar 2008 11:21 am ]
Post subject:

I thought it was a free to discuss thing and I was a bit bored and just started having ideas.

I’ll get back in my box :wink:


Author: BrizzleRob [ 05 Mar 2008 12:04 pm ]
Post subject:

Of course you’re free to discuss it!

You’ll see that I’ve filled in some of what Julian and I had come up with over the weekend. The headings we have are our ideas and doesn’t necessarily mean that we’ve covered everything, or that all the headings are needed.


Author: DOOM [ 05 Mar 2008 12:22 pm ]
Post subject:

Sorry! I didn’t mean to suggest this wasn’t open for discussion :)

Look forward to seeing this idea progress!


Author: BrizzleRob [ 05 Mar 2008 01:04 pm ]
Post subject:

Ok, so I’ve filled in some of the many blanks. Do chip in with what you can remember Mr DOOM ;)

I’m struggling to concisely present what we had discussed about trade. I know we had suggested three trade items; food, drink and gold. For ease of use I suggest we talk of hundreds of gold pieces. For ship values and bounties I’ve worked on the basis of 100GP for each battle honour. Also ships can only carry as many cargo items as they have hull hit points.

What we’d discussed for the Loyalty heading is something very similar to Snailracer’s suggestions for leadership/mutiny.


Author: Tubes [ 07 Mar 2008 08:34 pm ]
Post subject:

I have to say that it does sound very interesting. I look forward to play some MoW in a few months.


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