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Big Danged Boats Ship Charts
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Big Danged Boats Ship Charts

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This is version 2.0 of Ship Charts for Big Danged Boats, my 15mm fantasy naval game.

This is version 2.0 of Ship Charts for Big Danged Boats, my 15mm fantasy naval game.

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  • 1. SHIP CHARTS V. 2.0
  • 2. Ship Name: THE DEADNOUGHT Faction or Race: The Bone Brigade Powered by: OARS Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed AR/PI/PO/SL 1 LDR, 1 Standard Reinforcements in Hold: 10 mixed AR/PI/PO/SL SMs at Start: 3 Card?: Yes Guns: 1 SPC 4AD Kegs (10 shots) : 2** Notes: The Deadnought is powered by Oarsmen who don’t feel fatigue. However, the ship cannot maintain high speeds either, and has to move at a ½ stick speed. The LDR on board is Count Saliestro, a Vampire who animates the dead. He will not engage in boarding if he can help it. The SPC is the “Lobber” catapult that lobs boulders directly ahead 2-3 sticks distance (not less than 2). Upon hit the target rolls as if hit by a 5AD artillery shot. . * Due to the worminess of the hull Ram attempts get 1 extra RD versus the Deadnought. ** Use 2 Kegs to represent supplies of rocks for the Lobber, not cannon shot per se. HP: 20 Damage : (Hull-- Wood*) RPG Notes: will work in concert with the Black Galley, usually as fire support while Black Galley closes and boards. Player must speak as if he is a Lich Lord or Vampire. RF: 2
  • 3. Ship Name: THE BLACK GALLEY Faction or Race: The Bone Brigade Powered by: OARS Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed AR/PI/PO/SL 1 ST Reinforcements in Hold: 10 mixed AR/PI/PO/SL SMs at Start: 3 Card?: Yes Guns: none Kegs: N/A Notes: The Black Galley is powered by Oarsmen who don’t feel fatigue. However, the ship cannot maintain high speeds either, and has to move at a ½ stick speed. The BB player can substitute a Skeletal SL as a Ship Leader. RAM FACTOR is 3. Probably a good idea to have a line of archers aboard (5+) * Due to the worminess of the hull Ram attempts get 1 extra RD versus the Black Galley HP: 20 Damage : (Hull-- Wood*) RPG Notes: will work in concert with the Deadnought, usually boarding while Deadnought fires covering fire. Player must act like Lich Lord or Vampire RF: 3
  • 4. Ship Name: THE GNOMISH SIEGE MACHINE Faction or Race: The Gnomes of Batenburg Powered by: STEAM (SL) Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed AX/SW/SL 1 LDR, 3 STs Reinforcements in Cheese Tunnels: 15 mixed AX/SW/SL SMs at Start: 4 Card?: No Guns: 1 SPC 1 SFrF Kegs: 1 (5 shots) Notes: The Siege Machine is the pride of Batenburg’s Navy..and the only ship as well. Made of wood and Iron Plating, this ship is powered by two steam engines driving a paddlewheel. It is SLOW, maxing out at 2 Sticks distance per turn. Armored, it will be a difficult nut to crack. Oddly, the Gnomes went for an enhanced RAM WEAPON called the Grand Bopper instead of a Boom Powder weapon. The Siege Machine must travel within ½ stick distance during Move, then conduct a 4 RD RAM ATTACK to wield it. There is also a Sticky Fire Flinger in the back with two shots, and 2 Sniper Guns equivalent to Jingals. Reinforcements are 15 Gnome Marines (green) kept in the tower who will defend or attack. HP: 25 Damage : (Hull–Armor*) RPG Notes: Player must mumble and act like a distracted, wizened mad scientist. RF: 2
  • 5. Ship Name: THE PRIMUS Faction or Race: Rat Covens of Ingoldsby Powered by: STEAM (SL) Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed HG/PO/SL 1 LDR, 3 STs Reinforcements in Cheese Tunnels: 15 mixed AR/PI/PO/SL SMs at Start: 4 Card?: Yes Guns: 3 Lt 2 AD Kegs: 3 (15 shots) Notes: The Primus is a giant cheese that is partially armored in front with three cannon mounts in the Notch, just above the ship’s boarding platform. LDR is the Rat King, who adds an additional AD in melee. TOP speed movement is limited to 2 for being unwieldy. The Primus has the ability to SPIN IN PLACE 90 degrees instead of moving. *Hull is like Armor because it has a remarkable ability to absorb shots. HP: 25 Damage : (Hull– like Armor*) RPG Notes: Player must speak like a sly, cunning rat-king. RF: 2
  • 6. Ship Name: FOOT OF THE DEAD GOD Faction or Race: Followers of F’Vah Powered by: MAGIC 10 Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed AR/SL/GN 1 LDR, 3 STs Reinforcements : None SMs at Start: 5 Card?: Yes Guns: 1 Hvy 4 AD Kegs: 2 (10 Shots) Notes 1: The Foot of the Dead God is the foot of an actual god, whose worshipers have discovered that it is an object of tremendous potential magic ability. Card confers “Summon the Squid God!” ability. E.g. the ability to Ram target ships with squid tentacles. Otherwise, they have one large gun and crew (very reluctant hirelings) and a large contingent of Hyena- men Archers. Ship turns on the mark made on the big toe. HP: 20 Damage : (Hull– Soft) RPG Notes 2: Player must speak like a squid-headed cultist. RF: 2
  • 7. Ship Name: THE HOLY FRENZY Faction or Race: Brothers of St. Brendan Powered by: WIND Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed PO/MA/Spc 1 LDR, 3 STs Reinforcements in hold: 15 mixed PO/SL SMs at Start: 3 Card?: Yes Guns: 2 Md 3 AD Kegs: 2 (10 Shots) Notes 1: The Holy Frenzy is full of War- Monks and has two guns, giving it good shooting and boarding power. The Brothers can also pray for better weather using their special cards, but this can backfire on them too (see card text). Coracles: Unlike other ships, the Holy Frenzy can deploy coracles of 4 crew each that paddle ½ stick a turn. These can board or place a charge (using a keg) against another ship for 6 AD shot, roll to place. HP: 25 Damage : (Hull– Wood) RPG Notes 2: Player must play “holier than thou” and be generally insufferable about it. RF: 2
  • 8. Ship Name: THE SCARLET CASTLE Faction or Race: The Seng Powered by: TOW Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed MU/PO/RK/Sp 1 LDR, 3 STs Reinforcements in hold: 15 mixed PO/SL/MU/ Rocket Team SMs at Start: 3 Card?: Yes Guns: 2 Jingal Kegs: 3 (15 Shots) Notes 1: The Scarlet Castle is a War Barge towed by the Seng Flagship Junk into a battle area, whereupon it can move at a half stick a turn from Sweep Oars. The mission of the Scarlet Castle is to engage enemy targets at long range with rocket fire and snipe at enemy targets with Jingals when they come close. Jingals act as Aimed Shot (sniping) but with 2AD damage. HP: 25 Damage : (Hull– Wood) Notes 2: Ship operates in tandem with the Seng Flagship Junk. Player must speak like an inscrutable oriental, or his/her interpretation of one. RF: 2
  • 9. Ship Name: SENG FLAGSHIP JUNK Faction or Race: The Seng Powered by: SAIL Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed MU/PO/RK/Sp 1 LDR, 3 STs Reinforcements in hold: 15 mixed PO/SL/MU/ Rocket Team SMs at Start: 3 Card?: Yes Guns: 4 Md 3AD Kegs: 3 (15 Shots) Notes 1: The Seng Flagship is a large Junk that is the chief Operation center of Seng merchants in the Middle Sea. Won’t seek out an armed confrontation but will respond with broadside linked cannon 2 a side They also have a rocket battery (see rockets) and two jingals for sharpshooting. Jingals are aimed shots with 2 AD. HP: 20 Damage : (Hull– Wood) Notes 2: Ship operates in tandem with the Scarlet Castle War Barge. Player must speak like an inscrutable oriental, or his/her interpretation of one. RF: 2
  • 10. Ship Name: RED RAGNAROK Faction or Race: The Ragnar Bros. Powered by: SAIL & OAR Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed SW/AX/HA/SL/Sp 1 LDR, 1 STs Reinforcements in hold: None SMs at Start: 5 Card?: Yes Guns: 2 Swivels 1AD ea Kegs: 1 (5 Shots) Notes 1: The Red Ragnarok will attempt to close and board at the slightest provocation and demonstrate the valor of the fighting men of the North. Big and blustery, the Ragnar Brothers will prefer a close fight over standing off and firing artillery. Red Ragnarok did add a couple of swivel guns for a little extra support but this is really just a pop gun. HP: 25 Damage : (Hull– Wood) Notes 2: Ship operates in tandem with the Freya. Player must speak like a big boisterous Brian Blessed type– with a Viking flavor RF: 3
  • 11. Ship Name: FREYA Faction or Race: The Ragnar Bros. Powered by: SAIL & OAR Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed SW/AX/HA/SL/Sp 1 LDR, 1 STs Reinforcements in hold: None SMs at Start: 5 Card?: Yes Guns: None Kegs: N/A Notes 1: The Freya will attempt to close and board at the slightest provocation and demonstrate the valor of the fighting men of the North. Big and blustery, the Ragnar Brothers will prefer a close fight over standing off and firing artillery. HP: 25 Damage : (Hull– Wood) Notes 2: Ship operates in tandem with the Red Ragnarok. Player must speak like a big boisterous Brian Blessed type– with a Viking flavor RF: 3
  • 12. Ship Name: STINKWATER Faction or Race: Dredd Rot Pirates Powered by: SAIL Initial Crew: 15 + 2 SP Crew Assigned: 15 mixed SW/AX/HA/SL/Sp 1 LDR, 1 STs Reinforcements in hold: None SMs at Start: 5 Card?: Yes Guns: 3 Kegs: 3 (15 shots) Notes 1: The Stinkwater’s crew are the Dredd Rot Pirates, who operate under similar conditions as the Bone Brigade, only they are zombies, not skeletons. Possessed of a large ship with plenty of fighting room and plenty of stand off fighting power, the Stinkwater will fire from a distance and then attempt to blaze away with pistol and musket when the enemy is in range before attempting boarding. HP: 25 Damage : (Hull– Wood) Notes 2: Player must speak like a pirate. RF: 3
  • 13. Ship Name: THE SYLVAN TERROR Faction or Race: Elves of the Mystic Wood Powered by: Oars Initial Crew: 15 + GNR Crew Assigned: 15 mixed AR/GN/Sp 1 LDR Reinforcements in hold: None SMs at Start: 4 Card?: Yes Guns: 1 Md. (possible) 3 AD Kegs: 2 (10 Shots) Notes 1: The Sylvan Terror is the War Galley of the Elves of the Mystic Wood. It has a small complement of Elf Archers and a potential Mercenary Gun Crew– firing forward. Wood Elves are not adverse to Boom Powder. The Ram factor is high on the Sylvan Terror– the ram has been augmented by a single strip of bark from the Father tree, which can cause an extra RD of attack on WOODEN hulls. Prefers to fire volley fire in Archer range, then closing and ramming. HP: 20 Damage : (Hull– Wood) RPG Notes 2: Ship operates in tandem with the Wind Rider, but not as allies. Play as RIVALS with the High Elves. RF: 3/4
  • 14. Ship Name: THE PLUNGER Faction or Race: The Sea Dwarves Powered by: Oar-like Initial Crew: 15 + GNR Crew Assigned: 15 mixed AR/GN/Sp 1 LDR Reinforcements in hold: None SMs at Start: 3 Card?: No Guns: Torpedo 3 3AD Kegs: N/A Notes 1: The Plunger is an advanced submersible built by the Sea Dwarves. It has 3 Spar torpedoes and operates by a hand cranked propeller, so Oar Fatigue rules apply. See rules for submersibles, spar torpedoes. Sea Dwarf Ships have TINY crews, but will not shy from a fight. The plunger prefers to torpedo from submerged but can’t stay down longer than one turn or the air goes stale and forces a resurface. Dummy tokens: the Plunger uses 2 dummy tokens when it is submerged HP: 20 Damage : (Hull– Armored) RPG Notes 2: Ship operates in tandem with the other Dwarf Ships. RPG: Think Gimli the Dwarf, only at sea. RF: 0 (notes)
  • 15. Ship Name: THE VON RIPPER Faction or Race: The Sea Dwarves Powered by: Steam Initial Crew: 15 Crew Assigned: 15 mixed XB/GN/Sp 1 LDR, 1 STD Reinforcements in hold: None SMs at Start: 3 Card?: No Guns: 1 Hvy 4AD, 1 Lt 2AD* Kegs: N/A Notes 1: The Von Ripper is quite different from the Plunger in that it has two guns– a light mortar forard and a heavy gun aft on platforms. The Von Ripper has a small crew of gunners and about 5 gulley dwarves as archer cover. The VR has a sawtoothed ram “the Ripper” attachment for damaging wooden hulls, which adds 1RD (hence “3/4”). The Ripper is good for one ram and then sticks in a target. * Can switch a mortar out for the light gun. HP: 20 Damage : (Hull– Armored) RPG Notes 2: Ship operates in tandem with the other Dwarf Ships. RPG: Think Gimli the Dwarf, only at sea. RF: 3/4
  • 16. Ship Name: THE RED MENACE Faction or Race: The Sea Dwarves Powered by: Steam Initial Crew: 10 + LDR Crew Assigned: 10 mixed MU/Sp 1 LDR, 1 STD Reinforcements in hold: None SMs at Start: 3 Card?: No Guns: 1 Lt. 2AD Kegs: 2 (ten shots) Notes 1: The Red Menace is the only ship of the diminutive Stealth Fleet that has a boarding party of any size. It has a small gun pointing forward and the ability to launch two gliders with Gully Dwarf pilots (one a sharpshooter, the other a Sticky Fire flinger). See flying rules for gliders. Note that there is no exposed crew unless boarding, defending, or launching a flyer from the rear platform. HP: 20 Damage : (Hull– Armored) RPG Notes 2: Ship operates in tandem with the other Dwarf Ships. RPG: Think Gimli the Dwarf, only at sea. RF: 3
  • 17. Ship Name: THE WIND RIDER Faction or Race: High Elves Powered by: Oars Initial Crew: 15 + GNR Crew Assigned: 15 mixed AR/GN/Sp 1 LDR Reinforcements in hold: None SMs at Start: 4 Card?: Yes Guns: 1 Lt. 2 AD or 1 Md. 3 AD Kegs: 2 (10 Shots) Notes 1: The Wind Dancer is a small Galley With a smaller than average sized crew. The High elves consider themselves superior to just about everyone but might deign to hire a cannon. (1 Lt without crowding, 1 Md., but lose an archer) Possibly will have a giant eagle to fly at enemies (natural flight, good for three flights before it tires, causes 3 AD against exposed crew). HP: 20 Damage : (Hull– Wood) RPG Notes 2: Ship operates in tandem with the Sylvan Terror, but not as allies. Play as RIVALS with the Wood Elves. And VERY SNOOTY ABOUT IT. RF: 3/4
  • 18. Ship Name: THE FURY OF LACADEMON Faction or Race: Spartan Health Club and CosPlay Society Powered by: Oars Initial Crew: 10 + GNR Crew Assigned: 5 mixed SPR/Sp 1 LDR Reinforcements in hold: None SMs at Start: 4 Card?: Yes Guns: 1 Md. 3 AD(possible) Kegs: 2 (10 Shots) Notes 1: The Fury of Lacademon is a small Galley With a smaller than average sized crew. The Spartan Health Club believes in training and dressing in the old Spartan style. They feel they are superior to any other race in a fight and do have a melee bonus of +2 AD in melee which indicates there might be some truth in that. The Captain isn’t stupid and will use mercenary gunners if he can. HP: 20 Damage : (Hull– Wood) RPG Notes 2: (ever see the movie 300? These are those guys.. The cartoon version) RF: 3