Captains Manual Excerpt Beta Test

Embed Size (px)

Citation preview

  • 8/22/2019 Captains Manual Excerpt Beta Test

    1/4

    C A P T A I N SM A N U A L E XC E R P T

    o P E N B E TA T E S T

    An open plAy test for the leviAthAns com

  • 8/22/2019 Captains Manual Excerpt Beta Test

    2/42

    Caalys Gae Labs is developing he Captains Box; a sand-aloneexpansion o he Leviathans Core Boxha will include a slew of enhancedscenario rules, fro weaher and wind o elevaion, alernae oveen

    and coba opions, and ore. those rules have been exensively playesed o dae.

    However, he following wo rules have coe up for poenial inclusionin he Captains Box. Insead of siply play esing he inernally,however, we wan o run hese exernally as well. So here ya go! Puogeher soe gaes, run wih i, and le us know. Visi he forusa www.onsersinhesky.co. A Capains manual Excerp Playeshread has been creaed and will be acive for a few weeks. Pos yourfeedback, coens and especially your suggesions for weaks o herules ha you feel will iprove he.

    Enjoy and hanks for your help aking he gae he bes i can be!

    ShIP REPAIRS & SIShip repair rules assue all vessels are equal bu ha is far fro he

    ruh, however. Ships wih higher SI can ofen ake longer o repair asheres siply ore srucural coponens o ge hrough, which ofeneans ore ie. this is refleced in gae by odifiers ha ake i easier,or harder, o repair a ship. While his creaes ore diversiy and helpsbalance he lower SI ships, i can ake he highes SI ships exreelydifficul o repair.

    this rule can be used eiher wih he sandard Coanders Rules ship

    repairs, or he Ship Repairs (Expanded), fro his rulebook, bu all playersshould agree o heir use before gae play begins.

    Whenever a player is aeping o repair a ship, copare is Ship typeand saring SI (never is odified SI) o deerine he odifier o heShip Repair targe Nuber.

    this ay resul in a siuaion where he targe Nuber is higher hanhe axiu possible die roll, in which case he repair roll canno beade ha urn.

    Sip Balance: I is exreely iporan o noe ha his rule has hepoenial o significanly ipac he power of type 4 ships, aking heweaker while increasing he power of ligher craf, especially type 1 and 2s.Players who feel ha type 4 ships are already barely powerful enough for

    heir syle of gaes should ignore he posiive targe Nuber modifiersi.e. +1, +2 and +3 odifiers are never used.

    The Pontbriand is a Type 2 ship with a starting SI of

    20 and so the standard 15 Target Number would receive

    a +1 modifier to become 16, while the Lave, a variant of

    the same Libert-class, with its 22 SI would apply a +3

    modifier to create an 18 Target Number.

    CRITICAL hITSthe Coanders Rules aep o keep rules lookup o an absolue

    iniu by ensuring as any deails as possible are conained on eachShip Card, or he Reference Cards. However, his creaes a level ofabsracion ha reoves a whole deph of play ha provides a wonderfusense of iersion ha players are apar of hese ships as hey sruggle oachieve vicory while aking a hos of unique daage. these rules aep

    o siulae a variey of criical his ha add addiional deph of play, buas always, a he expense of speed and ore coplexiy. As such, playersus agree o heir use before play begins.

    While assigning daage o a ship, any ie one of he Even triggeroccurs as shown on he Even triggers table, iediaely roll hecorresponding die and copare i o he appropriae colun of he DieRoll Resul table o find he correc Criial Hi Resul value. then findha resul on he Criical Hi Resul table o deerine wha addiionacriical daage occurred. As wih all daage, all such criical his do noake effec unil he End Phase of he urn.

    Sip Repairs & SI: If players are using he Ship Repairs & SI rules (seep.XX), hose odifiers apply o any Fix Rolls, noed below. As describedunder he Ship Repairs & SI rules, by cobing boh rules ses, players ayfind siuaions where a targe Nuber canno be ached by he axiu

    resuls of a Repair Roll, in which case a Fix canno occur ha urn.Breaking Te Keel: A criical hi resul can force a Breaking the Kee

    Roll; for exaple if he auo desrucion of a Slo desroys a Locaion, asandard Breaking the Keel Roll us be ade.

    Multiple Trigger Events: If a ship rips ore han one Even triggerduring a urn, he conrolling player us roll for all riggered evensregardless of how any. For exaple, in a urn a player ay find ha bohhree Slos in a Locaion end up desroying ha Locaion, so boh heDGreen and DYellow riggers occur, resuling in boh of hose die rolls onhe Criical Hi Resul table.

    Multiple Critical hits: While a ship can have uliple criical hisa he sae ie, i canno have he sae criical hi ore han onceif ha criical hi has an on going duraion. For exaple, a ship couldsuffer uliple Gun Baery Auniion Explosions! because here is no

    on going effec afer he Slo is desroyed. However, i could no havewo Seering Jaed Por! criical his as ha has an on going effec (ihe firs criical hi has already been fixed, hen he second could hen beapplied; hey canno be applied a he sae ie).

    If he ship in quesion already has he indicaed criical hi ha has anon going effec (or he criical hi does no apply o ha ship; for exaplea Shrapnel! when he ship doesn have any un-desroyed Crew Slos)hen re-roll he die unil an applicable criical hi is rolled.

    Duratin: Each criical hi has a Duraion ha explains wheher hecriical hi is a one-ie effec, or wheher rules apply urn o urn.

    Fix: If a criical hi has an on going effec (i.e. Duraion), hen herewill be a Fix rule ha explains how he player can reove he penalies

    laa a adak imdar pd llc. s d d a ca c l (By-nc-sA); s rg rd. 2013.

    SHIP REPAIRS & SI TABLETARgET

    NUMBER

    MODIFIER

    16-20

    TYPE 1

    SI

    17-22

    TYPE 2

    SI

    24-26

    TYPE 3

    SI

    28-33

    TYPE 4

    SI

    315 or

    less

    16 or

    less

    22 or

    less

    28 or

    less

    2 16 17 23 29

    1 17 18 24 30

    +0 18 19 25 31

    +1 19 20 26 32

    +2 20 21 27 33

    +3 21 orhiher

    22 orhiher

    28 orhiher

    34 orhiher

  • 8/22/2019 Captains Manual Excerpt Beta Test

    3/43

    the rules will call for a Repair Roll o be ade agains a specificLocaion (Crews, as appropriae, are rolled wih his roll, based upon heRepair rules in use). Unlike noral Repair Rolls, hese Fix Rolls can beade even if here are no available Crew Slos. Use he follow rules odeerine he targe Nuber:

    Un-desroyed Crew Slo in appropriae Locaion: 15Un-desroyed Crew Slo in anoher Locaion (i.e. no un-desroyed

    Crew Slo in appropriae Locaion): 18No un-desroyed Crew Slos anywhere on ship: 20hint: Players ay wish o wrie he nuber corresponding o he resul

    on he Criical Hi Resul table in he iddle of he appropriae ShipCard so i s easy o reeber which criicals apply o which ship.

    EVENT TRIggERS TABLE

    ROLL DIE EVENT

    Dgreen Three SLots in a Location destroyed

    DBlueIf a Breakin The Keel Roll fails to

    destroy the ship

    DYellow Location destroyed

    DRed

    Every Two Tesla Coil Trim Tank Slots

    destroyed

    DBlackIf a Slot is destroyed by a Critical Hit

    Result (i.e.: 6, 8, 9 and 10)

    DIE ROLL RESULT TABLE

    Dgreen DBlue DYellow DRed DBlack

    Die Roll

    Result

    Critical

    Hit Result

    Die Roll

    Result

    Critical

    Hit Result

    Die Roll

    Result

    Critical

    Hit Result

    Die Roll

    Result

    Critical

    Hit Result

    Die Roll

    Result

    Critical

    Hit Result

    1 3 1 1 1 3 1 1 1 1

    2 5 2 2 2 4 2 2 2 2

    3 7 3 4 3 5 3 3 3 3

    4 10 4 6 4 6 4 5 4 4

    5 7 5 7 5 6 5 5

    6 10 6 8 6 7 6 6

    7 10 7 8 7 7

    8 11 8 8 8 8

    9 10 9 9

    10 11 10 10

    11 11

    12 12

  • 8/22/2019 Captains Manual Excerpt Beta Test

    4/44

    CRITICAL HIT RESULT TABLE

    Result Event

    1

    Steering Jammed Port!The ship cannot chane its facin throuh a hexside riht turn at all. If the ship

    moves forward into a hex (includin sidelips, but not includin a 2- or 3-hexside turns) it must chane

    its facin throuh hexside left turn at least once durin its movement. If the ship does not have enouh

    MPs to meet its Enter Hexes Before Turn requirements and still turn one hexside left, it cannot enter a new

    hex (thouh it can still make a 2- or 3-hexside turn).

    Duration: Continues until fixed.

    Fix: Durin the End Phase of any turn after the turn in which this critical hit occurs, the player maymake a Repair Roll in the Port (or Aft-Port) Location. If the roll fails, the critical hit is still

    in effect; if the roll is successful, the critical hit is fixed.

    2Steering Jammed Starboard!All the same rules apply as above, but in reverse; i.e. cannot make left turns,

    must make a riht turn if it enters a new hex, and so on (the Duration and Fix rules also are the same).

    3

    No One At The Helm!The ship must move forward in a straiht line until it reaches its Enter Hexes Before

    Move value (inore all Steerin gear). Then randomly determine if the ship will turn one hexside to the

    riht or left (expendin the standard 1MP), then the ship must move forward aain in a straiht line until

    it reaches its Enter Hexes Before Move value once more. Then, once aain, randomly determine if the ship

    will turn one hexside to the riht or left. This process must continue until half of its current MP (round

    down) has been spent. If there is insufficient MP to turn at any point, or insufficient MP to reach its

    Enter Hexes Before Turn value, it just moves straiht ahead.

    Duration: Only applies to the first turn followin the critical hit (after which a new Helmsman is

    assined).

    4

    Torpedo Bay Jammed!Randomly determine an un-destroyed Torpedo Slot. That Slot is now jammed.Duration: Continues until fixed.

    Fix: Durin the End Phase of any turn after the turn in which this critical hit occurs, the player may

    make a Repair Roll in the Location containin the jammed Torpedo Slot. If the roll fails, the

    critical hit is still in effect; if the roll is successful, the critical hit is fixed. A Critical

    Failure on this roll automatically destroys the Torpedo Slot.

    5

    Communications Temporarily Out!All Breach and Repair Rolls apply a 2 modifier, and that ship cannot

    participate in any Bracketin Fire attacks.

    Duration: Only applies to the first turn followin the critical hit (after which the crew automatically

    repair the problem)

    6 Armor Failure!Randomly determine an Armor Slot. That Slot is automatically destroyed.

    7

    Gun Battery Jammed!Randomly determine an un-destroyed gun Battery Slot. That Slot is now jammed.

    Duration: Only applies to the first turn followin the critical hit (after which the crew automatically

    unjam the un battery)

    8

    Electroid Flashover! Randomly determine an undestroyed Tesla Coil Trim Tank Slot. That Slot is now

    destroyed. If there is an un-destroyed Crew Slot in that Location, they are stunned (randomly determine

    which Slot is stunned if there are more than one Crew Slot in that Location); they cannot be used to make

    any Breach or Repair Rolls.

    Duration: Only applies to the first turn followin the critical hit.

    9Ammunition Explosion!Randomly determine an undestroyed gun Battery or Torpedo Slot. That Slot is now

    destroyed.

    10 Shrapnel!Randomly determine an undestroyed Crew Slot. That Slot is automatically destroyed.

    11

    Engine Failure!All Enine Slots immediately chane their MP values to: MP 0.

    Duration: Continues until fixed.

    Fix: Durin the End Phase of any turn after the turn in which this critical hit occurs, the player may

    make a Repair Roll in the Stern Location. If the roll fails, the critical hit is still in effect; if

    the roll is successful, the critical hit is fixed.

    12 Severe Loss of Structural Integrity!Permanently reduce the ships current Structural Interity by 5 andmake an immediate Breakin The Keel Roll.