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