Capn Duff
07-04-2016, 07:32
July mission
The local Admiralty representative has you called into his office.
A merchant Captain has reported seeing what he termed as "A bloody big ship" with at least two other sails acting as escort, within two days sail of port, heading to their own harbour.
The Admiralty has ordered you to take your Squadron, or as many as you can spare, intercept the enemy and take and destroy as much of their fleet as possible.
The problem is, you must leave at least one of your squadron in port to act as local guard.
Also there is an epidemic rampant within the squadron meaning that most ships crews are understrength.
1. Pick one of your six ships to remain in harbour.
2. Roll 1xd6 for each remaining ships, this is the number of crew box's that are unavailable due to the illness.
3. From the five ships you may exchange un-ill crew box's from one ship to fill up another ship to get a full or as high a crew as possible.
4. The stipulation for the remaining ships is that you cannot completely fill up a crew with ill crew, a ship must retain three crew box's uninjured.
Eg 3 ships with 10 box's roll 5, 3 &4 . ship 1 can only swap 2 box's to as to retain 3 unfilled box's to ship 2 meaning that ship2 now has only 1 box filled at the start of the mission.
5. You can take ships with crew box's already filled.
6. Once your squadron has been organised you can sail to intercept.
The local Admiralty representative has you called into his office.
A merchant Captain has reported seeing what he termed as "A bloody big ship" with at least two other sails acting as escort, within two days sail of port, heading to their own harbour.
The Admiralty has ordered you to take your Squadron, or as many as you can spare, intercept the enemy and take and destroy as much of their fleet as possible.
The problem is, you must leave at least one of your squadron in port to act as local guard.
Also there is an epidemic rampant within the squadron meaning that most ships crews are understrength.
1. Pick one of your six ships to remain in harbour.
2. Roll 1xd6 for each remaining ships, this is the number of crew box's that are unavailable due to the illness.
3. From the five ships you may exchange un-ill crew box's from one ship to fill up another ship to get a full or as high a crew as possible.
4. The stipulation for the remaining ships is that you cannot completely fill up a crew with ill crew, a ship must retain three crew box's uninjured.
Eg 3 ships with 10 box's roll 5, 3 &4 . ship 1 can only swap 2 box's to as to retain 3 unfilled box's to ship 2 meaning that ship2 now has only 1 box filled at the start of the mission.
5. You can take ships with crew box's already filled.
6. Once your squadron has been organised you can sail to intercept.