General Rules (applies to all vessels)
- Boat crew (not gun crew) are unarmed.
- Captain rolls for leadership and traits as normal. Boat and any mounted guns are activated using captain’s leadership.
- Boat may transport objects and/or units.
- Takes 1 full turn for units to embark/disembark.
- Boat must Stand To at jetty or other designated location for safe embark/disembark.
- If a boat enters shallows it may become grounded for rest of game and may no longer move.
- Infantry units may disembark from vessel in shallows, but each unit must test for dangerous terrain.
- For each object transferred to shore from a vessel in shallows roll 1d6. Object lost on roll of 1-2.
- In future scenarios, grounded vessels only reappear on 2d6 roll of 10-12 at beginning of each turn.
- Guns and/or units aboard a grounded boat may still fire.
- Provides soft cover.
- If boat has been given a Move order, guns and any transported troops fire with only half the number of figures rounded down.
- If guns and/or troops activated to Fire at full effect, boat may only be activated to Stand To.
- Enemy can only target visible units or the boat itself. Tally hits made directly against boat. Boat may withdraw if it receives too many hits.
- If a boat is unable to withdraw it will be abandoned. All crew and transported units must disembark as their next action.
- Crew on an abandoned vessel that are unable to disembark are considered lost.
- Enemy fire directed against crew/captain is considered to be directed at boat.
- In future Riverside scenarios a withdrawn vessel only reappears on 2d6 roll of 10-12 at beginning of each turn.
- If expedition becomes separated from vessel, vessel reappears during next Riverside scenario on 2d6 roll of 10-12 at beginning of each turn.
Gunboat
Wilkinson has arranged to rendezvous with the gunboat HMS Mayfly at Reverend Jenkins' Mission. But will it arrive?
Crew: 4 (inc. captain)
Speed: Downstream 3" + 2xd6"; Upstream 3" + 1xd6"
Firing: 4+
Fighting: -
Discipline: 0
Free Actions: Stand To
Special Rules:
- 1 or 2 guns per gunboat (either MG or Field Gun). See also crewed weapons (MWWBKs pg. 33).
- Counts as well drilled.
- Field Gun ranges: SR 0-16"; LR 16-36".
- Each gun has 4 Crew.
- If gun crew lost, may be manned by new crew taken from unit of Regular infantry (drilled) or Irregular infantry (poorly drilled). Such crew must embark as normal if not already aboard.
- May transport 25 objects.
- May transport 2 infantry units or 3 baggage units. Transported troops may be accompanied by a single baggage unit.
- May only Stand To, Move (boat or guns) or Fire (both guns).
- If a gun is issued a Move order, it may change its facing towards target.
- Enemy can target gun crew(s), visible units or the boat itself. Tally hits made directly against gunboat. For each 10 hits captain must take pin test. If failed captain decides too dangerous to keep vessel nearby and withdraws from action.
- If gunboat receives 10 or more hits in a single turn from an elephant gun, field gun or machine gun, the gunboat is holed below the waterline and sinks with the loss of all hands.
- If a gunboat ends its move in the shallows roll 2d6. On a roll of 6 - 8 it will become grounded for rest of game and may no longer Move.
- If a gunboat ends its move outside of the shallows roll 2d6. Boat grounded on sandbank on roll of 2 or 12 for rest of game.
Points: 10 (1 gun), 18 (2 guns)
[Design Note: There are no rules for a gunboat in MWWBKs so here's my attempt borrowing heavily from In the Dark Continent and DitDC.]
River Launch
Crew: 1 (captain)
Speed: Downstream 2" + 2xd6"; Upstream 2" + 1xd6"
Firing: -
Fighting: -
Discipline: 0
Free Actions: Stand To
Special Rules:
- Unarmed.
- May transport 10 objects.
- May only transport 1 infantry unit or 2 baggage units.
- May only Stand To or Move.
- Enemy can target visible units or the boat itself. Tally hits made directly against launch. For each 5 hits captain must take pin test. If failed captain decides too dangerous to keep vessel nearby and withdraws from action.
- If launch receives 5 or more hits in a single turn from an elephant gun, field gun or machine gun, the launch is holed below the waterline and sinks with the loss of all hands.
- If a launch ends its move in the shallows roll 2d6. On a roll of 7 it will become grounded for rest of game and may no longer Move.
- If a launch ends its move outside of the shallows roll 2d6. Boat grounded on sandbank on roll of 2 for rest of game.
Points: 3
Dhow
Speed: Downstream 3" + 2xd6"; Upstream 3" + 1xd6"
Firing: 5
Fighting: -
Discipline: 0
Free Actions: Stand To
Special Rules:
- 0 or 1 gun per dhow (Field Gun). See also crewed weapons (MWWBKs pg. 33).
- Counts as undrilled.
- Field Gun ranges: SR 0-16"; LR 16-36".
- Gun has 4 Crew.
- If gun crew lost, may be manned by new crew taken from unit of Irregular infantry (undrilled). Such crew must embark as normal if not already aboard.
- May transport 30 objects.
- May transport either 2 infantry units and 3 baggage units or 5 baggage units.
- May only Stand To, Move (boat or gun) or Fire.
- If gun is issued a Move order, it may change its facing towards target.
- Enemy can target gun crew, visible units or the boat itself. Tally hits made directly against dhow. For each 7 hits captain must take pin test. If failed captain decides too dangerous to keep vessel nearby and withdraws from action.
- If dhow receives 7 or more hits in a single turn from an elephant gun, field gun or machine gun, the dhow is holed below the waterline and sinks with the loss of all hands.
- If a dhow ends its move in the shallows roll 2d6. On a roll of 6 - 8 it will become grounded for rest of game and may no longer Move.
- If a dhow ends its move outside of the shallows roll 2d6. Boat grounded on sandbank on roll of 2 for rest of game.
Points: 4 (unarmed), 8 (1 gun)
[Design Note: There are no rules for a dhow in MWWBKs so here's my attempt that is a less powerful, version of the gunboat that is available to the Arab Slavers.]
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