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  1. #1
    Member Herbiie's Avatar
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    Warhammer Warship.

    The basic Idea behind this is naval warfare in the Warhammer Fantasy World. Now, before everyone Cries out Man O War, this is very different.

    Instead of basing the game on fleets opposing each other, this focuses on individual crews, with and experience system very much like (i.e stolen from) Mordheim.

    Here are most of the rules - with more on territory to follow, as territory is very complicated - tho i may just steal the Necromunda Territory system, or maybe instead of exploration have looting/raiding/adventuring - any ideas on this are welcome!

    And so, onto the rules! (will be avaliable for download when completed)

    Models are split into four categories, Men, Ships, Ships Weaponry, and Shore Batteries.
    Men may move up to 6" a turn in any direction and may turn freely by pivoting on the spot.
    Ships may move at two speeds, Combat Speed and Full speed. As long as it has a mast it may move 12" in any direction and may turn freely by pivoting at Combat Speed or 18" if travelling at Full speed. Each additional mast adds 1" to all movement.
    Ships weaponry:
    Ships weaponry may pivot and fire as long as there are at least 3 Men with the Gunner skill within 2" of it. If it has 3 Men with the Gunner skill within 3" on it, it may also move 3" with the Men; the Men must remain within 2".
    Shore batteries:
    Shore batteries tend to be much larger than ships weaponry, and therefore may pivot if 3 Men with the Gunner skill are within 2", but may not move.

    The turn:
    Each player rolls a dice at the beginning of the game; the highest score goes first, the second highest second and so on. At the beginning of the game a scatter dice is also thrown, to determine the Wind direction. The closest point on a 16-point compass (North being decided at the start of the game) to the arrow is the wind direction, likewise with the direction of the current.
    The turn is split into three phases, Movement, Shooting, and Boarding.
    The Movement phase is split in half, there is compulsory movement and movement. Compulsory movement is when something has to move but does not chose to, for example a ship that has lost it’s mast and is moving in the direction of the current. Movement is when players move their own men ships and weaponry as explained above. If a ship has no mast, then it is carried 2d6 in the direction of the current, unless it has an anchor, which is deployed. You may board another vessel if your ships side touches their side, then any men may move over this gap, although may only move 5" instead of the usual 6".

    Different Weapons fire differently there are 3 main types of weapon, Handgun, Pistol, and Cannon. You may not fire a handgun if the Man it self has moved, he needs time to load, you may fire a pistol while moving but with –1 BS. Cannons are quite complicated.
    Cannons may fire at any thing. To fire it you must first pivot the cannon to face it’s target, you may only use your eye to point the cannon in the right direction – you may not use a ruler for example to line it up. After that you must declare how far the cannon is going to shoot, 12", 24", 33" etc, without measuring. Roll the artillery dice, and add the number to the range that has been declared, place a marker on where this hits or anything in the way. Cannons may aim at 3 different levels, hull level, normal level, and mast level. If it is Hull level then it cannot hit normal men on boats; instead, it hits the hull of the vessel, which has +1 T. if it manages to wound the hull, then the ship loses 1 wound every turn afterwards. If it is fired at mast level, again it cannot hit men on deck, instead it an hit the mast, which has –1 T. The effects of a ship losing all it’s masts are described above. If a cannon hits a ship at normal level, then it takes off D3 wounds from the ship, and also wounds any models within 2" of the point of Impact, armour saves allowed.
    All other shooting is exactly like the shooting in the Warhammer Fantasy rulebook.
    In the Movement phase a model may charge an enemy model, if it does this then it adds D3" to it’s movement but must come into contact – otherwise it just moves 6" directly towards the enemy model. A model that is charging gains 1 attack and strikes first. Whoever gets more hits in a combat wins – and their opponent is pushed back 1".
    If a model loses all it’s wounds, then you must roll a d6, on a 1 or 2 it is put out of action, the model is removed from the game and must roll on the serious injury chart afterwards. If hit by a cannon (directly, not because it hit the side near the model) this happens on a 1 2 3 or 4. On any other result the model is stunned, lay it down where it was or 1" away if in combat. Everyturn after this you must roll a d6 for him, on a 1 or 2 he is put out of action, on a 5 or 6 he is fine and gets up to continue fighting. While he is on the floor he may be attacked, he is automatically hit and if wounded is put out of action.

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  3. #2
    Member Herbiie's Avatar
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    Advanced Rules:
    Advanced Rules:

    Use the Mordheim rules for experience and Mercanary warbands (for a start) with the following changes:
    All mention of Wyrdstone is replaced with treasure; all Mention of Gold is Pieces of Eight (POE)
    Web of Steel: If a character rolls the Web of Steel Skill, then the following rules are used:
    A character with Web of steel may not be attacked using the extra attacks from Combat Knives or from an additional sword/cutlass.
    Pistolier: If a character rolls Pistolier then the second half of the rule: If he has a single pistol then it may be fired the same turn it is reloaded. Is replaced by: If He has a single pistol then he does not have the –1 BS penalty for moving.
    Knife Fighter is Replaced By Crewman (all crewman may fire cannons)
    Hunter is replaced by the rule, he may move and fire with a handgun.
    Crack Cannon Crewman replaces Nimble, this means that he automatically hits what he is shooting with a cannon and therefor does not have to line up his cannon.
    Leader Ability = anyone within range of his leadership in inches may use his leadership for any purpose.
    Pit fighter – Instead of inside buildings it is below decks on two decked Vessels.

    EXTRA RULE: The booty. Whenever you buy something or gain POE it is kept inside a booty chest on your flagship, it is kept here for one game, and it may be captured in a booty raid. You should model a small box to represent it, but remember to make it so it can move around so people can steal it, and so you can recapture it.
    Scenario table:
    D6 roll/scenario
    1/Underdog chooses.
    2/Coastal raid
    3/Booty raid
    4/sneak attack
    6/The player with the highest rating chooses.
    Rating = Value of equipment (including ships and cannons) in POE x Experience of crew = Crew Rating.
    Scenario 1: Coastal raid
    One crew is defending the Coastline and may use any shore gun emplacements they have. All the others are trying to capture the harbour – to capture the harbour one of your ships must dock, and you must have at least 4 crewmen on shore, without any other crew being on shore too.
    Docking: To dock, a ship must move so that one of it’s long sides are against the harbour. As soon as it is docked crewmen may jump off, but there must be the right amount of crew needed to man the ship left on board, one of these must jump off to secure the rope to the harbour.
    +D3 for surviving
    +D3 for being on the winning side
    +1 for being on the shore at the end of the game
    +1 for being the leader of a victorious crew
    +1 per enemy out of action
    +D3 for putting an enemy out of action.
    Scenario 2: Booty Raid
    The ships clash in an attempt to secure each other’s booty (where they keep some of their weapons and POE) both ships are placed at either end of the table, within 12" of the board edge. Whichever ship the booty is on at the end of the game, wins. Also if a ship with the booty on board manages to escape by getting across the opposite board to the one the deployed from, then that ship wins.
    Stealing the Booty: As explained earlier the Booty is what the crew gained after their last battle, it is kept in a chest on the flagship. Anybody can pick this up by spending a turn next to it, then they may move freely with a –1" penalty. They may not charge, and immediately drop the Chest if they are charged.
    The winning side gains everything that was kept in the booty chest, and it is placed in their own booty chest (which may be raided later)
    +D3 for surviving
    +D3 for being on the winning side
    +1 for being the leader of the winning side
    +1 for picking up the booty
    +D3 for managing to get the booty back to your own ship
    +1 per enemy out of action
    +1 for putting an enemy out of action.
    Scenario 3: Sneak attack.
    The attacking ship is placed behind the defending ship, 24" away. The defending ship may only move at combat speed until it notices the attacking ship. If one side bottles out then that side loses and have to give 25 POE per ship to the other side to be released with all their weaponry. If they cannot afford this then all must roll on the serious injury chart as the opposing crew lays into them. If the defending ships managed to reach the opposite board edge before the attacking ship catches up with it then that ship automatically wins (and it’s been a boring game).
    Nighttime: Sneak attacks are done at night (cowardly I know). This limits vision to 18", and therefore you may not fire at anything more than 18" away.
    Sneak attack: The defending ship does not know the attacking ship is there. If it gets within 18" and is in the view of a crewman – on a 3+ he raises the alarm. If it’s within 12" on a 2+ he raises the alarm, if it is within 6" he automatically raises the alarm. Once the alarm is raised the defending ship may act normally.
    +D3 for surviving
    +D3 for being on the winning side
    +1 for being the leader of the winning side
    +D3 for spotting the enemy
    +1 per enemy put out of action
    +D3 for putting and enemy out of Action
    Scenario 4: Blockade
    One ship is trying to break out of it’s harbour while the other one tries to stop it. The attacking ship (the one coming out of the harbour) gets what ever coastal battery it has on the coastline, and must get to the opposite board edge from the coast line. The other ship must stop it. The game ends if one-side bottles or if the attacking ship gets to the opposite board edge.
    +D3 for surviving
    +D3 for being on the winning side
    +1 for being the leader of the winning side
    +D3 for breaking out
    +1 per enemy out of action
    +D3 for putting an enemy out of action.

    Buying Ships, cannons, and gun emplacements.
    There are lots of different kinds of ship; below is a list of POE cost and cannons.
    Dingy – 50 POE, 0 cannons
    Chaser – 100 POE, 1 cannon.
    Sloop – 150 POE, 4 cannons
    Brig – 175 POE, 5 cannons. 2 masts
    Cutter – 250 POE, 6 cannons, 2 decks. 2 masts.
    Galleon – 325 POE, 8 cannons, 2 decks, 3 masts.
    Frigate – 400 POE, 10 cannons, 3 decks, 4 masts.
    Battleship – 425 POE, 12 cannons, 3 decks, 4 masts.
    Ship/T/W/Number of Crew required/max number of cannons/Max number of masts
    Each crew may have more than one ship, as long as it has enough crewmembers to man them that is!
    There are 3 kinds of cannons. Cannonade, Cannon, and Great Cannon.
    Cannonade: Range 24" strength 7 - 30 POE
    Cannon: Range 36" strength 9 – 60 POE
    Great cannon: Range 48" strength 10. – 100 POE
    Each cannon takes up 1 cannon slot on a ship. Ships start off with ordinary cannons.
    Gun emplacements.
    There are 4 Gun emplacements available, Cannonade Cannon and great cannon like above, but also Coastal Artillery.
    Cannonade: Range 24" strength 7 D3 damage - 20 POE
    Cannon: Range 36" strength 9 D6 damage – 40 POE
    Great cannon: Range 48" strength 10. D6 + D3 damage – 50 POE
    Coastal artillery: Range 72" strength 10 2D6 damage – 100 POE
    Gun emplacements cost less as they are rarely used and you cannot move them.
    Extra unit:
    For Mercanary Crews:
    30 POE
    Special rule: Crewman. A gunner in able to move and fire cannons.
    Pirate crews:
    Mercenary rules except for the special rules:
    Crewmen – All Pirates know how to fire ships cannons, having all started at the bottom. Therefor they all have the Crewman special rule, enabling them to use cannons.

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