7eat51
05-28-2014, 17:02
Personnel Rules
Rosters
Player Captains
Create a roster of eight ship captains.
Assign ranks to your ship captains as appropriate to the nation for which you sail.
For each scenario, choose ship captains that are available. Sometimes, ship captains are unavailable due to wounds or capture.
Ship captains should be assigned to appropriate ships as needed by scenario requirements.
As ship captains gain experience through victories, they will gain skills and be able to captain larger ships.
AI Captains
I will develop AI ship captain rosters for each player.
For each scenario, choose AI ship captains from the available roster. Sometimes, ship captains are unavailable due to wounds or capture.
AI ship captains should be assigned to appropriate ships as needed by scenario requirements.
As AI ship captains gain experience through victories, they will gain skills and be able to captain larger ships.
Abilities
Ship captains accrue ability points according to the following schema. For every 10 ability points accrued, a ship captain gains a new ability.
1 point for every enemy ship defeated (sunk/captured) that is of a broadly defined smaller class, for example a 74-gun SoL defeating a frigate, or a frigate defeating a sloop. The scenario author will define such classes.
2 points for every enemy ship defeated of the same broadly defined class.
3 points for every enemy ship defeated of a broadly defined larger class.
1 point for achieving a scenario specific goal - does not require the taking of a ship but the achievement of a strategic goal as defined by the scenario writer.Choose two ship captains and assign each one an ability of your choice. I will assign abilities to the AI ship captains.
Ship Captain Ability List
Charismatic Captain (CC): When the ship has only one empty box in the Crew Damage track, the player may ignore the next two Crew Loss special damages. When a third Crew Loss damage is taken, it is recorded normally, and the ship surrenders.
Iron Captain (IC): When the captain is wounded, the wound is ignored. May be used once per game.
Lucky Captain (LC): Whenever a rule requires a random occurrence to take place, the captain can choose the result instead of randomly determining it. May be used once per game.
Intuitive Captain (InC): Before choosing a maneuver, the captain may use this ability to look at the maneuver to be executed in the present turn of an enemy ship within one ruler from the captain's ship's base. The captain must declare the use of the ability, and then check the distance. If the distance is more than one ruler, the ability is used, but there is no effect. Otherwise, the captain may look at the enemy's ship's maneuver. This ability cannot be used against an enemy ship that also has an Intuitive Captain. May be used twice per game.
Quick Captain (QC): When a captain's ship would collide with another ship, the captain can maneuver the ship sufficiently to avoid a collision or entanglement. May be used once per game.
Deft Captain (DC): After all ships have moved, the captain can rotate his/her ship. Keep any one corner of the ship is fixed, and the opposite corner can rotate by up to the width of the ruler. May be used twice per game.
Handling Captain (HC): When wind facing is determined, if the ship is in the red zone, the captain can rotate the ship the minimum amount so that it is straddling the red and yellow, and thus is considered to have a yellow wind aspect. May be used once per game.
Maneuvering Captain (MC): When maneuvering the ship, the captain can choose to stop at an intermediate spot along the arrow, and not at the end-point. May be used twice per game.
Steering Captain (SC): The captain can increase Veer by 1 for duration of the turn. May be used twice per game.
Aiming Captain (AC): When firing a broadside, and an enemy ship draws one or more "0s", the captain can make the enemy ship draw an additional counter. May be used twice per game.
Reloading Captain (RC): The captain can lead the crew to reload a single broadside immediately after it has fired. May be used once per game.
Deadeye Captain (DeM): When shooting muskets, if a "0" damage counter is drawn, the captain can force the enemy ship to draw an additional counter. May be used once per game.
Promotions and Decorations
Suggestions needed.
Rosters
Player Captains
Create a roster of eight ship captains.
Assign ranks to your ship captains as appropriate to the nation for which you sail.
For each scenario, choose ship captains that are available. Sometimes, ship captains are unavailable due to wounds or capture.
Ship captains should be assigned to appropriate ships as needed by scenario requirements.
As ship captains gain experience through victories, they will gain skills and be able to captain larger ships.
AI Captains
I will develop AI ship captain rosters for each player.
For each scenario, choose AI ship captains from the available roster. Sometimes, ship captains are unavailable due to wounds or capture.
AI ship captains should be assigned to appropriate ships as needed by scenario requirements.
As AI ship captains gain experience through victories, they will gain skills and be able to captain larger ships.
Abilities
Ship captains accrue ability points according to the following schema. For every 10 ability points accrued, a ship captain gains a new ability.
1 point for every enemy ship defeated (sunk/captured) that is of a broadly defined smaller class, for example a 74-gun SoL defeating a frigate, or a frigate defeating a sloop. The scenario author will define such classes.
2 points for every enemy ship defeated of the same broadly defined class.
3 points for every enemy ship defeated of a broadly defined larger class.
1 point for achieving a scenario specific goal - does not require the taking of a ship but the achievement of a strategic goal as defined by the scenario writer.Choose two ship captains and assign each one an ability of your choice. I will assign abilities to the AI ship captains.
Ship Captain Ability List
Charismatic Captain (CC): When the ship has only one empty box in the Crew Damage track, the player may ignore the next two Crew Loss special damages. When a third Crew Loss damage is taken, it is recorded normally, and the ship surrenders.
Iron Captain (IC): When the captain is wounded, the wound is ignored. May be used once per game.
Lucky Captain (LC): Whenever a rule requires a random occurrence to take place, the captain can choose the result instead of randomly determining it. May be used once per game.
Intuitive Captain (InC): Before choosing a maneuver, the captain may use this ability to look at the maneuver to be executed in the present turn of an enemy ship within one ruler from the captain's ship's base. The captain must declare the use of the ability, and then check the distance. If the distance is more than one ruler, the ability is used, but there is no effect. Otherwise, the captain may look at the enemy's ship's maneuver. This ability cannot be used against an enemy ship that also has an Intuitive Captain. May be used twice per game.
Quick Captain (QC): When a captain's ship would collide with another ship, the captain can maneuver the ship sufficiently to avoid a collision or entanglement. May be used once per game.
Deft Captain (DC): After all ships have moved, the captain can rotate his/her ship. Keep any one corner of the ship is fixed, and the opposite corner can rotate by up to the width of the ruler. May be used twice per game.
Handling Captain (HC): When wind facing is determined, if the ship is in the red zone, the captain can rotate the ship the minimum amount so that it is straddling the red and yellow, and thus is considered to have a yellow wind aspect. May be used once per game.
Maneuvering Captain (MC): When maneuvering the ship, the captain can choose to stop at an intermediate spot along the arrow, and not at the end-point. May be used twice per game.
Steering Captain (SC): The captain can increase Veer by 1 for duration of the turn. May be used twice per game.
Aiming Captain (AC): When firing a broadside, and an enemy ship draws one or more "0s", the captain can make the enemy ship draw an additional counter. May be used twice per game.
Reloading Captain (RC): The captain can lead the crew to reload a single broadside immediately after it has fired. May be used once per game.
Deadeye Captain (DeM): When shooting muskets, if a "0" damage counter is drawn, the captain can force the enemy ship to draw an additional counter. May be used once per game.
Promotions and Decorations
Suggestions needed.