Xaric
07-12-2015, 10:40 AM
Boats on each side that carry as much models as you can fit on the boat with a warscroll for the boat type but they don't have bravery also boats are counted as terrain so everyone on board gets +1 to all saves but if your boat sinks everyone dies.
Transport Ship = 3" movement 20 wounds +5 saves
Single barrelled cannon = front arc 7"-14" 1 attack +4 to hit +3 to wound 0 rend d3 damage
Combat Ship = 5" movement 14 wounds +4 saves
Triple barrelled cannon = front arc 7"-14" 3 attack +5 to hit +3 to wound 2 rend d3 damage
Two Single barrelled cannon = left arc 7"-14" 2 attack +4 to hit +3 to wound 0 rend d3 damage
Two Single barrelled cannon = right arc 7"-14" 2 attack +4 to hit +3 to wound 0 rend d3 damage
Flag Ship = 2" movement 20 wounds +4 saves
Two Triple barrelled cannon = front arc 7"-14" 6 attack +5 to hit +3 to wound 2 rend d3 damage
Two Single barrelled cannon = left arc 7"-14" 2 attack +4 to hit +3 to wound 0 rend d3 damage
Two Single barrelled cannon = right arc 7"-14" 2 attack +4 to hit +3 to wound 0 rend d3 damage
Single barrelled cannon = rear arc 7"-14" 1 attack +4 to hit +3 to wound 0 rend d3 damage
Core ability's
Full speed follow rules for running but roll 2d6 rather then the normal amount.
Ramming speed if the charge is made with the front arc getting in charge range deals d6 mortal wounds to the ship
Boarding if the charge is ending up side to side with the boarding point both ships are locked together till one side beats the other
Movement phase but boats work with the rules like in 40k with air units that can turn 90 degree arcs because there boats.
Shooting phase units that are near cannons can fire the cannons.
Charge phase if a boat ends up on the side of a enemy boat 1" from its boarding point planks are put across and then boarding can happen.
I just came up with the idea because we don't use rank and file and its all loose seeing a naval battle is possible more then ever.
Transport Ship = 3" movement 20 wounds +5 saves
Single barrelled cannon = front arc 7"-14" 1 attack +4 to hit +3 to wound 0 rend d3 damage
Combat Ship = 5" movement 14 wounds +4 saves
Triple barrelled cannon = front arc 7"-14" 3 attack +5 to hit +3 to wound 2 rend d3 damage
Two Single barrelled cannon = left arc 7"-14" 2 attack +4 to hit +3 to wound 0 rend d3 damage
Two Single barrelled cannon = right arc 7"-14" 2 attack +4 to hit +3 to wound 0 rend d3 damage
Flag Ship = 2" movement 20 wounds +4 saves
Two Triple barrelled cannon = front arc 7"-14" 6 attack +5 to hit +3 to wound 2 rend d3 damage
Two Single barrelled cannon = left arc 7"-14" 2 attack +4 to hit +3 to wound 0 rend d3 damage
Two Single barrelled cannon = right arc 7"-14" 2 attack +4 to hit +3 to wound 0 rend d3 damage
Single barrelled cannon = rear arc 7"-14" 1 attack +4 to hit +3 to wound 0 rend d3 damage
Core ability's
Full speed follow rules for running but roll 2d6 rather then the normal amount.
Ramming speed if the charge is made with the front arc getting in charge range deals d6 mortal wounds to the ship
Boarding if the charge is ending up side to side with the boarding point both ships are locked together till one side beats the other
Movement phase but boats work with the rules like in 40k with air units that can turn 90 degree arcs because there boats.
Shooting phase units that are near cannons can fire the cannons.
Charge phase if a boat ends up on the side of a enemy boat 1" from its boarding point planks are put across and then boarding can happen.
I just came up with the idea because we don't use rank and file and its all loose seeing a naval battle is possible more then ever.