Pirates of Yendor Sea Battle Rules

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A wargame for fantasty warships to manoevre and ram each other.
  Pirates Of Yendor Sea Battle Rules THE SHIP Rowing Movement Parts of a Vessel Ships may only increase or decrease their speedfrom that of the previous period by one positionunless otherwise instructed (e.g. after ramming). BA C KI  N GHAL T E D S L  OW  C R UI   S I  N GF  UL L  Light Galley B H 1 2 - 4 n.a.Transport B H 1 2 n.a.Corsair B H 1 2 or 3 4 or 5War Galley B H 1 2 or 3 4 or 5Elf Galley B H 1 2 or 3 4 or 5Battle Galley B H 1 2 3 or 4 Vessels always occupy two squares, with their midpoint above the line connecting the two squares.Oar sections represent the maximum speed the shipcan go. So a ship with only 3 Oar sections leftcannot go faster than 3. Ship Records Full speed is exhausting for the crew, thus a typicalship is allowed only four moves per battle at thisspeed (though some exceptional ships might getmore or less than this). Things Shown on the model Oar Sections, and removed as damage is taken.They represent losses to oars and rowers.Rudders are removed as damage is taken.Whenever a full speed is used, hand over the ‘FastSpeed’ card to Game Control.Crew and fighters – these are placed on the model. Shown on the Record Card Hull Value – when this runs out the ship has sunk. Phase Movement Holed – note when you are holed.This gives realistic movement to the game, takinginto account differing speeds. The period is dividedinto five phases. In each phase each ship may or may not move one square according to its speedthat period. Play The game is played as a series of   periods . Allvessels will move simultaneously in accordance withinstructions from the players. Phase Ships doing these speeds,move 1 square, 1 5 and 42 5 and 33 5, 4, 3 and 24 5 and 45 5, 4, 3,2 and 1 Sequence per Period 1. Hole Plugging. Any vessel with no hull value leftand not grappled sink immediately and are removedfrom the map.2. Select proposed manoeuvre cards (secretlyplaced on director rack). Turning 3. Reveal proposed manoeuvres and announce fullspeed movesA turn is 60 ° to port (left) or starboard (right)4. Movement by phases (de-grappling is always onthe 5 th phase).Each ship can turn to either port or starboard withoutloss of speed, however the number of turns possiblefor any given ship is determined by its speed duringthat period.5. Oar and Crew transfers on stationery ships.6. Archery7. Ramming results.8. GrapplingStationary vessels cannot turn.9. Boarding action resultsAny ship with oars on only one side can continue tosteer provided it has at least one rudder left.10. Morale.Any ship without any rudder can continue to steer providing it has oars on both sides left.    Sea Battle Rules Pirates of Yendor  Turning Circles The cards for writing proposed movementsequences are: T1 = the tightest turning circle, the ship must moveon one square in a straight line between each 60 °  turn. T2 = the ship must move on two squares in astraight line between each 60 ° turn. T3 = the ship must move on three square in astraight line between each 60 ° turn.Turing circles vary according to the size of vesseland speed. Typical Turning Circles Vessel Back or Slow Cruising Full Corsair T1 T1 T1War Galley T1 T1 T2Elf Galley T1 T1 T1Battle Galley T1 T2 T3 1 - 3 1 to 4 squares straight forward withoutturning B Backing one square S1 Turn to starboard and move 1 P1 Turn to port and move 1 H Halted or stationary G Grappled (always stationary) T Transferring oar sections or crew etcbetween ships (always stationary) NR Board without ramming.Some additional special cards may be issued for ships with particular abilities.Examples of Proposed Manoeuvre orders and their meaning: Manoeuvre Movement cardssequence Back straight B Back to port B P1 Back to starboard B S1 Slow Ahead 1 Slow ahead port P1 Slow ahead starboard S1 The minimum turning circle to be used in any givenperiod is that indicated above for the speed proposed for that period. Manoeuvre Code onmovement card Speed 3 3 2 forward, port turn then 1forward 2 P1 1 forward, starboard turnthen 2 forward 1 S2 Port turn then 3 forward P1 2 2 forward, starboard turnthen 2 forward 2 S1 1 1 forward, port turn thenthree forward 1 P1 2 Ships cannot turn until they have moved the requireddistance in a straight line taking into account anymovement in the previous period. Any stationaryvessel can begin moving with a turn.During any one period each ship can turn as oftenas possible within its turning circle limitations. Eachsuccessive turn may be in the same or oppositedirection (for examples see under movement cards).When turning forwards the stern part of the vesselmust pass through the square previously occupiedby the bow area; conversely when turningbackwards the bow part of the vessel must passthrough that previously occupied by the stern area.   Thus it is wrong to order a turn for vessels at the endof a period’s orders as this would necessitate theswinging around of the stern area into an area never occupied by the bows. Movement Cards Players have a hand of cards which allow them tomake up a set of movement orders for the comingturn. These are selected and placed in a director rack unseen by their enemy and without consulting with friendly ships first  . 2  Sea Battle Rules Pirates of Yendor   When all players have selected their proposedmanoeuvres for the period they are revealed. Anyproposed full speed moves are announced and theFast Speed cards handed in to control (even if thefull distance is not completed due to ramming).After the proposed moves have been revealed nochanges are allowed and the instructions must befollowed exactly unless the proposed manoeuvresare impossible under the rules.There are three types of impossible instructions:   a. Ordered to move faster than is allowed – in suchcases the speed is reduced to the maximum allowedby removing the final part of the proposedmanoeuvre instructions.b. Ordered to move slower than allowed – in suchcases the speed is increased to the minimumallowed by adding the requisite number of straightahead moves to the final part of the manoeuvre.c. No enough distance forward between turns hasbeen ordered (taking into account any turns duringthe previous period). The correct distance betweeneach proposed turn is inserted, all excess speedover that srcinally proposed is omitted. Collisions A collision occurs when two vessels are both partlyin the same square.When collisions occur, both vessels are immediately halted and H is marked on their director stand for this period. They do not completethe remainder of their proposed moves andmovement next period will be based on them beinghalted this period.If a vessel runs into another with its ram (friend or foe); or if a vessel backs directly into the ram of another; the effect will be calculated as a normalram.If a vessel backs into another vessel’s beam it willlose one rudder and the other vessel will lose an oar section.After a collision, unless a ram was involved, either or both vessels may throw for grappling. RAMMING Ramming Speed This affects the damage done.A ram at SLOW speed or less – the winning ship iscounted as one class LOWER than it is.A ram at FAST speed – the winning ship is countedas one class HIGHER than it is. Ram Effects Table Roll 1AvD (2,3,3,4,4,5) and read across on the tablebelow for the effects. Ram effects resultsA Target splintered and sunk. Attacker maycontinue moving through. B Target HOLED. 2 hull damage, roll for menoverboard. Attacker may grapple. C Target HOLED. 1 hull damage, roll for menoverboard. Attacker may grapple. D 1 hull damage, roll twice for men overboard.Attacker may grapple. E 1 hull damage, roll for men overboard.Both may grapple. F Roll for man overboard. Both may grapple. G No damage or losses. 3  Sea Battle Rules Pirates of Yendor   Men Overboard 1d6 Designating archery targets You may choose to specifically target a single zoneon the enemy’s deck. If doing so – add 1 to the hitdice score – and any hit is on the designated area.1 = 1 Crewman2,3 = 1 Archer (if no archers, then 1 fighter)4 = 1 Fighter 5,6 = 2 Fighters Boarding Action Table Score 1 per crew or archer factor, 2 per Fighter factor – maximum of 8 points are allowed per boarding action normally.If not available then no loss (to reflect the dubiousbenefit of fewer people on deck). No of Boarding points1d61 2 3 4 5 6 7 81 0 0 0 0 0 1 1 1 2 0 0 0 0 1 1 1 1 3 0 0 0 1 1 1 1 1 4 0 0 1 1 1 1 12 5 0 1 1 1 1 12 2 6 1 1 1 1 12 2 2 Grappling 1d6May only roll if the grappling ship has marines or archers on board. Score 4+ to succeed. De-Grappling Roll only if enemy fighters or archers oppose you.Score 4+ to succeed. Archery  Ramming vessel +1 to first round die roll only.Shooting is in groups of 4 archers or part thereof.Losses are in points.If rammed this turn, one archer is temporarilyknocked off his feet and is not counted. Morale Roll 1d6, score number of archers or less for a hit.Roll every period if the vessel has no marines or archers leftRoll again for area of deck hit (see deck plan)1 = Forward 1Roll immediately if the Captain is killed2 = Forward 23 = Midships 1Roll 1d64 = Midships 2+1 captain still alive5 = Aft 1+1 if fighting value 12 or more6 = Aft 2+1 if no hull damage-1 if fighting value 6 or less Steersman Hit. If, as a result of the effect of archery shooting there is no steersman, then nomanoevers are permitted, and roll 1d6 for directionof movement next turn – 1,2 = Port, 3,4 = Ahead, 5,6= Starboard.-1 if hull value 1 Score 4 or more = Ship fights on Score 3 or less = ship demoralised SPECIAL RULESHole Plugging : Roll 1d6 score the number of crewallocated to ‘Repairs’ or less to plug the hole.There are additional special rules relating toparticular ship types that will appear in individualteam briefings  SHIP STATISTICS SHIP TYPE Ram Class Target ClassHULLVALUEOARSECTIONSFIGHTERS CREWCruisingSpeeds(turn)FastSpeeds(turn) Corsair Light Light 6 6 6 8 2-3 (T1) 4-5 (T1)War Galley Medium Medium 8 8 12 12 2-3 (T1) 4-5 (T2)Elf Galley Heavy Heavy 12 10 6 10 2-3 (T1) 4-5 (T1)Battle Galley Very Heavy Very Heavy16 6 23 18 2 (T2) 3-4 (T3)Dwarf Galley Heavy Heavy 16 8 11 20 2 (T2) 3-4 (T3)The Wizzer Heavy Heavy 16 6 - 20-ish 2 (T2) 3-4 (T3)Free Folk Galley Light Light 6 6 8 8 2 (T1) 3-4 (T1)Transport No Ram Heavy 8 4 6 16 2(T2) n.a.Light Galley No Ram Feeble 4 4 2 5 2-4 (T1) n.a. Acknowledgement These rules are very closely based on Ed Smith’s most excellent ‘Greek Naval Warfare’ Rules, published in 1974.We have updated and streamlined the rules for Pirates of Yendor – but the system is still basically Ed’s – onereally can’t improve on a truly great game. Thanks Ed.   4
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