Super Sea Supplement

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Super Sea Supplement

Postby warman45 » Sat Nov 29, 2008 10:18 pm

this is a game variant that will allow you to take to the seas in ww2 naval combat!

first there are 3 different sea-scales

1:normal (this is only appropriate in battles before ww1 as after that boarding actions seased to exist) this specialises on crew

2:mini-micro this is standerd group vs group action allowing for detail about individual ships.

3:micro this is all-out fleet battles (these tend to be less enjoyable as it uses a hit or miss system)

this section of the rules covers mini-micro scale combat (the fun stuff) but first here is an example of a mini-micro scale ship. a fletcher class destroyer. ($25 on lego.com)

here's an example of a mini-micro scale ship

Image



Image

heres the model

http://shop.lego.com/Product/Factory/Pr ... 1ac16485e6[/img]

the first thing we will review is weapons

weapon type atk range cost
light artillery 2 "8" 10cp
medium artillery 3 "12" 20cp
heavy artillery 4 "16" 30cp
torpedoes 5 ""6" a turn 30cp

boiler/speed
every "1"=2cp

CRITICAL HITS

whenever a ship is hit it has the chance of being critically damaged. when hit by artillery roll a d6 on a 4 or 5 there is a fire (see below) on a 6 there's a water anything else is no effect.

FIRE!!

when a fire has started place a little fire thing (like red 1x1) on the hit area and every area within 3 pegs of that area. each turn the fire remains place another fire 3 pegs away from all previous fires. if the fire reaches any systems they emidiately stop working. if it reaches the magazine and remains there for a single turn then the ship blows up (this happened a lot and is sort of what happened to hood (although that was a direct hit)) also if the fire reaches the bridge then everyone abandons ship

Image


WATER!!

sinking sucks, it really does. when a ship takes a water hit it starts to sink. water progresses like fire except if roughly a third of the ship is filled at any time then the ship sinks.


DAMAGE CONTROL!!

the only protection agains fire and water are men devoted to damage control. each class of ship has the ability to remove a certain number of fires and waters per turn as follows

destroyer 5
cruiser 8
battleship 12
aircraft carrier 10

ABANDONING SHIP!!!

no one likes too but sometimes it's neccesary. when the captain decides to abandon ship place the number of life rafts (1x1 bricks/plates) equall to it's cp

heres how many cp's life rafts are worth if:
the ship sinks: 20
the ship is prematurely abandoned: 10

example: ship with cp cost of 120 sinks life raft = 20 place 6 rafts

whenever a ship enters within "1" of a life raft that player gains 5 cp's


Victory

a player can win in many different ways depending on how you play. you can either have: last man standing ,most cp's by end of game , or you can have a scenario (cp's from rafts go to new ships fight 3 battles winner gets + 200 cp's loser + 100 best fleet at end wins) you can obviously come up with more ways to win.
Last edited by warman45 on Sat Nov 29, 2008 10:53 pm, edited 8 times in total.
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Postby Bonn-o-Tron » Sat Nov 29, 2008 10:23 pm

This isn't really a supplement. It's more like... a model.
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Postby warman45 » Sat Nov 29, 2008 10:33 pm

Bonn-o-Tron wrote:This isn't really a supplement. It's more like... a model.


caught me at a bad time i was making shure pics worked (still in production at time this was posted)
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Postby Bonn-o-Tron » Sat Nov 29, 2008 10:46 pm

Ok, well now it makes sense.
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Postby warman45 » Sat Nov 29, 2008 10:54 pm

Bonn-o-Tron wrote:Ok, well now it makes sense.


i bet it will make even more sense now that it's done (lol)
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Postby Popchik » Sun Nov 30, 2008 2:00 am

I like it. Might try adding air support, like a bunch of 1x2's or anything appropriate, and then they can attack enemy ships.

Maybe they have to stay a number of inches near an aircraft carrier, but they can attack anything in those inches.

or every few turns they have to return to the aircraft carrier.

Great idea with the water supp, I'll have to try it soon.
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Postby warman45 » Sun Nov 30, 2008 2:11 am

AIRCRAFT CARRIER RULES!!!

aircraft carriers may lanch aircraft (duh) there are 2 main types of aircraft that carriers may carry. there are fighters and bombers. fighters simply have an attack of 3 (means anything higher than a 3 is a hit on an airplane) bombers have an attack of 2 against air however they may be equibed with either bombs or torpedoes. every time a bomber drops a bomb it needs to reload (otherwise it can't use bombs because it has none left) due to the scale of the battle there is no need for any other limitations as all air engagements happen well within feul limits.

BOMBS AWAY!!!

bombs act like medium artillery except are droped anywhere up to "1" away from bomber.

HEAVY/MEDIUM BOMBERS!!!

land bases (airfields) may also launch heavy/ medium bombers. the bassically attack like a flamethrower (everything in a straight line going behind the bomber is hit as long as the bomber traveled in a straight line that turn. (it has the same effect as a single bomb with an attack of 3.

LAUNCHING AIRCRAFT!!

launching aircraft takes time, you may only launch 2 planes a turn, reloading takes 1 turn with no actions.
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Postby pesgores » Sun Nov 30, 2008 5:28 am

Looks good.

Who has a fleet made of ships like these?
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Postby Theblackdog » Sun Nov 30, 2008 7:40 am

Damage control seems a little high -- it's going to take a lot of firepower to sink a ship. Other than that, I like it, especially your creative handling of ships filling up with water. Nice work.
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Postby warman45 » Sun Nov 30, 2008 11:10 am

Theblackdog wrote:Damage control seems a little high -- it's going to take a lot of firepower to sink a ship. Other than that, I like it, especially your creative handling of ships filling up with water. Nice work.


i was thinking it might be a little high (like 2 points) but maybey not because when your attacked each gun inside a turret roles
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Postby warman45 » Sun Nov 30, 2008 11:36 am

NORMAL SCALE COMBAT!!!

normal scale combat means that minifigs come into play. it also means that the ships tend to be huge and that the crews are large. this scale means that it's usually 1 ship to a person. as well this scale is only suitable until you reach the age of dreadnaughts (because there are no boarding actions in the dreadnaught era.)


GUNS GUNS AND MORE GUNS!!!

there are plenty of guns on wooden ships, there are also plenty of men. you need to have a gunner to man a gun. (a good idea is to have one gunner for 1 gun and the gun adgacent to him as this saves men and means that either side can fire a full broadside.)

weapon type range atk cost
2 pounder "40" 2 10
4 pounder "50" 3 15
6 pounder "60" 4 20
12 pounder "80" 5 30
24 pounder "100" 6 40
36 pounder "120" 7 50
trireme ram CC 4 30

you can also chose to fire a grape or solid shot. (solid shots hurt ship grape shots hurt crew.) solid shots are connon balls and they fire in a straight line hurting ship and crew. grape shots are like shotguns. for a grape shot reduce the range by half. for every 5 inches the grape shot fires it also spreads out 6 inches.


KILLING THE SHIP!!

the easiest way to win is to kill the ship. the ship however puts up a fight. in order to see if you hit a ship take the attack and subtract the armour. the roll a d6 and if you roll that # or higher than you make a hole.

ship type armour
sloop/schooner 0
brig/frigit 2
man "o" war 4
flagship 5

when you make a hole then any cannons or crew in a straight line coming from your cannon through the hole role a d6. on a 4-6 they die.

KILLING THE CREW!!!

killing the enemies crew is a good way to win (especially because if the entire enemies crew is dead then you can have their ship.) one thing before i talk about killing crew. remember wood isn't effective armour vs cannons. if your ship is hit by a connon ball there is a chance of killing the crew, but more likely is the boarding action. 2 ships grapple onto each other and all the sailors jump aboard and wash each others ships in blood. weapons follow the same rules as in BRIKWARS however you should stick to weapons of the era (if your playing old GREEK triremes than swords and arrows. as well grape shots can kill your crew. any crew member exposed by a hole or on deck can be hit by a grape shot. roll on a 4-6 he dies.


Victory

the game ends when the captain of either ship is dead. (which really sucks for the captain.)
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Postby warman45 » Sun Nov 30, 2008 11:42 am

MICRO SCALE!!!

this is the secound most practical scale. each weapon is assighned an attack from the table in the section on mini-micro scale. these are the smallest ships you can make. they allow massive fleets. when a ship is hit place a marker on it when there are a certain number of damage markers on it ti sinks.

ship type hits to sink
destroyer 2
light cruiser 3
heavy cruiser 4
battleship 6
aircraft carrier 5

THE PRICE IS RIGHT!!!

cp's are the same as in mini-micro scale. enjoy.
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Postby Popchik » Sun Nov 30, 2008 1:00 pm

I like this guy. hasent been hear very long at all and he already has contributed something of value.

Award giver! This man needs an award!
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Postby Ross_Varn » Sun Nov 30, 2008 7:47 pm

Here's the reward. Wear it proud.

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Postby pesgores » Sun Nov 30, 2008 7:56 pm

First, get him an avatar.
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