REQUIREMENTS:
One or more ships.
At least two players [you may have as many as you want]
All cannons must have at least one infantry unit on them.
Each ship MUST have an Admiral.
HEALTH:
Ships have different varieties of health rising in increments of 10. A ship's health goes up by 10 for each centerpiece it has.
0-1 Center Sections = 10HP
2 Center Sections = 20 HP
3 Center Sections = 30 HP
4 Center Sections = 40 HP
5 Center Sections = 50 HP
My ship has 3 center sections, so it has a total of 30 HP.
I would like to leave the limit at 50 HP because ships may become ridiculous after a while. The limit of ships in a game depends on however many the players agree on, preferably something to keep the game fair and even.
INFANTRY:
All ship's have infantry. All infantry units have a range of 6 inches, and they may only fire upon enemy infantry. Their firing range is measured from the side of the ship:
. Killing enemy infantry is useful for CAPTURING ships, which is further explained below. Infantry deal damage in the same way cannons do, roll a 4,5, or 6 on a fair die to HIT the target infantry. Roll a 5 or 6 to KILL said target.
A ship's infantry can look like this:

MOVEMENT:
Like any tabletop game, movement is essential for strategy and combat. All ships move a limited distance of one foot or less, and they can either choose to move first and fire, or not move and fire. You cannot simply attack and THEN move away, that's for COWARDS.
To move, your ruler must touch the front of the ship and move that distance, see pictures for an idea as to how to move:


COMBAT:
The point of this game is to capture or sink the enemy ships.
SINKING SHIPS-To sink the ships, their health must be brought down to zero. There are no limits to how many cannons one ship has. Ideally, the ship should have some cannons that pivot in any direction so that way they can have a chance to defend themselves.
As you can see, my ship has 4 cannons per side. For a cannon to be able to be used, the enemy ship must be within ten degrees of where the cannon is pointing in either direction, giving a stationary cannon a 20 degree field of vision. If an enemy ship falls out of these degrees, the cannon cannot be used. As you can see, a homemade protractor is used to check and see if the cannon may be used.
CANNONS DEAL -2HP DAMAGE EACH!

Cannons do not have unlimited range, their range is limited to 1 foot. This may be changed if the two (or more) players wish to alter the rules slightly.

For a cannon to hit its mark, dice are rolled. To HIT the ship, one must roll a 4, 5, or 6 on a fair die. To deal DAMAGE, you re-roll and must land on a 5 or a 6 to do damage. So for each cannon, dice are rolled twice. [It helps to have alot of dice!]


Cannons may be used to fire upon enemy infantry, but they must roll a 5 or a 6 to HIT and land on a 6 to kill.
YOU MUST CALL ON WHAT YOUR TARGET IS!
EITHER THE SHIP ITSELF OR THE INFANTRY!
IF AN ENEMY INFANTRY UNIT IS KILLED WHILE ON A CANNON, THAT CANNON MAY NO LONGER BE USED!
COUNTERING: When the firing stage is complete, the enemy ship can counterattack. The enemy can only counter with cannons that are still usable and provided the cannons are within the range and degree of firing.
To COUNTER, you must roll a 5 or a 6 to HIT and a 6 to DAMAGE.
A counter cannot be used against infantry, it only applies to damaging the ship's overall health.
If an infantry was attacked but not killed, they may counter but they can only hit other infantry provided they're within firing range.
CAPTURING SHIPS
To capture a ship, at least 70% of the enemy's infantry must be killed with the Admiral still being alive.
If the Admiral is killed, then you must only kill 40% of the infantry.
If an infantry unit is on a cannon, and that unit is killed, the cannon may no longer be used.
When a ship is taken over, all of the cannons and infantry ma be used.
Ships may be taken back by their original owners, but they must take them over in the same manner.
If a ship meets any of the two requirements to be captured, you must move in and be at least three inches from said ship.
The ship will be yours the next turn.

WINNING:
A game is won when all enemy ships are captured, destroyed, or any combination of the two.
What do you guys think?
Edited by Chiles, 25 June 2009 - 09:56 PM.
















