home

Author Topic: Warhammer Scale Naval Combat  (Read 4091 times)

Offline Johnny-Crass

  • Members
  • Posts: 145
Warhammer Scale Naval Combat
« on: January 03, 2012, 06:51:28 AM »
So for a campaign my group is starting I was tasked for finding Naval Battle rules that would fit nicely for warhammer as we already have the ships built. So after searching and coming up empty handed I decided to start work on my own. Here is a updated draft and please feel free to leave C&C and propose rules.


Type of Ship:

Sloop: 300 points
Wounds 20
Toughness 8
Movement 30
Number of Turns 4
Cannon Ports: 2
Crew Capacity 40

Galleon: 400 points
Wounds 30
Toughness 8
Movement 25
Number of turns 3
Cannon Ports: 6
Crew Capacity 50

Longship: 150 points
Wounds 15
Toughness 7
Movement 30
Number of turns 6
Cannon Ports 0
Crew Capacity 25
Long Oars

Deployment:
Set the four identical table edges and mark them as so, North, East, South and West. Roll off, the winner of the roll off may pick one of the four table edges to start from, their opponent chooses the opposite edge.

Head Winds:
At the beginning of the game (but after deployment) roll and consult the chart below to see which way the wind is blowing.
1.   North
2.   East
3.   South
4.   West
5.   No Wind
6.   Magic Winds

If you are moving away from the table edge where the wind is coming from you will receive +5 to your movement. Vessels facing this direction must move at-least 5” during a turn.

If you are moving towards the table edge that the wind is coming from you will receive –5 to your movement.

Wind has no effect if coming from the side.

Magic Winds: All wizards add +2 to their channeling attempt. Also all vessels count as moving with the wind.

At the beginning of each game turn besides the first roll a D6. On a roll of a 1 the winds have changed, roll on the table and apply the new result.

Ramming: If during the movement a vessel comes into contact with another vessel it counts as ramming. During the combat phase first work out 2D6 S8 impact hits against each vessel. Then the ramming vessel may pick a boarding part just like if they where assaulting a building. If the attackers win the defending crew suffers 2D6 wounds distributed as shooting (Treat these wounds as S5 for the purposes o saving throws). If the defenders win they may choose to assault the ramming vessel or move 2D6 inches directly away.

Magic Phase: A wizard may cast from any point on the ship. Ships are not affected by hexs and augments, though warmachines and crew may be targeted as normal. Spells that would just remove the ship (such as Dwellers and Pit of Shades) have no effect against the vessel.

Fire!!: Shooting Phase is worked out as normal. Any models that can shoot may shoot from anypoint on the ship. This does not apply to warmachines who must be attached to one of the cannon ports. Units may fire at the vessel or the crew, though any crew counts as being behind hard cover.


Upgrades:
Ramming Prow: 50 Points
A vessel with a ramming prow deals an additional D6 S8 impact hits.

Demonic Possession: 150 Points (Beastmen, Deamons of Chaos, Warriors of Chaos)
A vessel with this upgrade may once per game may double its movement but may not turn during any point of this movement as the demon screams forward.

Iron Bound: 25 Points (Dwarves)
A vessel with this upgrade has a 3+ armor save.

Ramshackle: (Skaven)
A vessel may pay any amount of toughness at the beginning of the game to add D6 wounds to its profile, adding 1D6 for each point of toughness paid this way.

Sleek Hull: 50 Points (Elves)
A vessel with this upgrade ignores any negative wind modifiers.

Long Oars:
A vessel with long oars may add +1 movement for each crewmember to a total of +10. Models manning oars may not cast spells, shoot or defend against assault.

Universal Special Rules:
Flammable:
All vessels are flammable
And all the boys in the Stirland scene are in the basement huffing gasoline !
Staff member of Carpe Noctem

Offline warhammerlord_soth

  • Administrator
  • Members
  • Posts: 10469
  • Eurobash : Ascension weekend. Be there !
Re: Warhammer Scale Naval Combat
« Reply #1 on: January 03, 2012, 07:08:55 AM »
Have one  on Midaski's tab.  :::cheers:::
Famous last words. R.I.P.

Offline Johnny-Crass

  • Members
  • Posts: 145
Re: Warhammer Scale Naval Combat
« Reply #2 on: January 03, 2012, 07:17:39 AM »
Tried Warhammer Ahoy ?

http://www.spiritofthegame.org.uk/warhammerahoy/

I am going say this and it is going sound weird.... I love you warhammerlord
And all the boys in the Stirland scene are in the basement huffing gasoline !
Staff member of Carpe Noctem

Offline warhammerlord_soth

  • Administrator
  • Members
  • Posts: 10469
  • Eurobash : Ascension weekend. Be there !
Re: Warhammer Scale Naval Combat
« Reply #3 on: January 03, 2012, 07:19:02 AM »
I'm not going to argue.


But keep it Platonic...  :biggriin:
Have one  on Midaski's tab.  :::cheers:::
Famous last words. R.I.P.

Offline Darknight

  • Pure of Heart
  • Members
  • Posts: 7547
  • Dipped in Magic, Clothed in Science
Re: Warhammer Scale Naval Combat
« Reply #4 on: January 03, 2012, 12:01:25 PM »
But keep it Platonic...  :biggriin:

You should probably put that in the forum rules.
Completed Projects | History of Ophelia VII

Quote from: PhillyT
Everyone finds their balance between satisfaction and obsession.

Offline warhammerlord_soth

  • Administrator
  • Members
  • Posts: 10469
  • Eurobash : Ascension weekend. Be there !
Re: Warhammer Scale Naval Combat
« Reply #5 on: January 03, 2012, 12:20:10 PM »
But keep it Platonic...  :biggriin:

You should probably put that in the forum rules.


Along with all those other things members should do ?
Nah, let's leave some room for common sense....
Have one  on Midaski's tab.  :::cheers:::
Famous last words. R.I.P.

Offline Delthos

  • Members
  • Posts: 4647
  • Evil Polish Guy
Re: Warhammer Scale Naval Combat
« Reply #6 on: January 03, 2012, 01:28:39 PM »
I'm not going to argue.


But keep it Platonic...  :biggriin:

Which begs the question...If two men play with their ships while taking a bubble bath together, can their relationship still be considered platonic?
Ostermark Photo Gallery
Ostermark Painting Log
"Kill 'em all and let Morr sort 'em out!" (General Ghent, Battle of Dumsky's Fallow)

Offline Darknight

  • Pure of Heart
  • Members
  • Posts: 7547
  • Dipped in Magic, Clothed in Science
Re: Warhammer Scale Naval Combat
« Reply #7 on: January 03, 2012, 01:36:04 PM »
Which begs the question...If two men play with their ships while taking a bubble bath together, can their relationship still be considered platonic?

In this example, is "ships" a euphemism?
Completed Projects | History of Ophelia VII

Quote from: PhillyT
Everyone finds their balance between satisfaction and obsession.

Offline Delthos

  • Members
  • Posts: 4647
  • Evil Polish Guy
Re: Warhammer Scale Naval Combat
« Reply #8 on: January 03, 2012, 02:04:57 PM »
I would never use a euphemism, unless highly appropriate...
Ostermark Photo Gallery
Ostermark Painting Log
"Kill 'em all and let Morr sort 'em out!" (General Ghent, Battle of Dumsky's Fallow)

Offline Von Kurst

  • Members
  • Posts: 1417
Re: Warhammer Scale Naval Combat
« Reply #9 on: January 07, 2012, 06:28:58 PM »
Back to the original topic...

I really like the new Warhammer Ahoy rules for Mordheim scale battles, but I've never tried using them for Warhammer scale.  For Warhammer we always used the 6th edition General's Compendium rules.  Shadowolf has an updated verion of these that his group uses if you are interested.  WarbossKurgan's group developed Yarappocolipse for their campaigns. 

For threads on the subject on this forum I recommend "Ships" which has a selection of links and discussion of rules.
“Why is the rum always gone?” -Captain Jack Sparrow
"It is, it is a glorious thing To be a Pirate King."
 -Gilbert, Sir W(illiam) S(chwenck)