WOODEN SHIPS and PLASTIC MEN

By: Mathew Clayson
clayson@eng.sun.com

INTRODUCTION

This game is intended to be played with toy pirate ships and toy pirate figures. The only things that you well need other then this is a yard stick, six sided dice, and some paper and pencils. It is intended to be fun and it may not accurately depict wooden sailing ship warfare.

MEN

Each player should start with the same number of figures and should have one captain per ship. Each figure normally represents 1 man, and each man has 1 life point. In addition to regular men there are heroes, a hero has 3 life points and gets a +1 on all actions , except shooting cannons. The captain of a ship, or commander of a fort are always heroes. To keep track of the number of life points per hero, put a number on the hat, and keep track on a piece of paper.

A figure may move up to 8 inches per turn, and must take any movement befor it attempts an action. Each figure may have one attack or action after moving. For each extra figure attacking one figure in hand to hand combat add +1 to the extra figures attack. So if one figure attacks another in a turn, roll as normal. If a second figure attacks the same victim, the attacker gets a +1, if a third figure attacks the same figure, the third attacker gets a +2 to hit, and so on.

A figure can jump in the water and try and swim. Every turn that the figure is in the water roll 1d6, if you roll a 1 the figure is eaten by sharks, and the figure is removed from play. A figure can swim 4" per turn.

HAND WEAPONS

Decide what weapons both players want to use in the game, this includes cannons, swivel guns, barrels and all hand weapons. Put all the weapons in a pile, then take turns picking one weapon at a time until they are all gone. Divide your weapons among your ships and crew. You may leave weapons in storage around the ship and pick them up as you need them, or pre place them with the crew.

 Projectiles        Range                 To Hit             Damage
         Extreme Long  med short | Ext. Long med Short <2"   |  men 
---------------------------------------------------------------------------- 
rifle        36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt 
crossbow     36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt 
arrow        36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt 
pistol       18"  12"   9"   6"  |  7    6    5+  4+   3+    |  1pt 
spear        18"  12"   9"   6"  |  7    6    5+  4+ no hit  |  1pt 
 Mark an 18 inch dowel with rifle and pistol ranges on it.

A figure may reload a projectile fireing weapon if he dosen't move during his turn and is not engaged in hand to hand combat. however it may fire a previously loaded weapon in that turn. Figures may only use the hand weapons that they're carrying. Figures may pick up any hand weapon during their movement, but may not fire a picked up projectile weapon in that turn.

Hand to hand  To Hit       Damage  
---------------------------------------- 
swords           5-6   |   1pt one handed
axe               6    |   2pt one handed
club              6    |   1pt one handed
halberd          5-6   |   2pt
Bayonet**         6    |   1pt
spear             6    |   1pt
oars              6    |   1pt
**(all rifles have a bayonet) 

A figure that is carrying 2 "one handed" weapons may may add a +1 to its attacks. Miscelaneis weapons such as bottles or frying pans should be treated as a club.

MOUNTED WEAPONS

A figure can not fire a mounted rifle, swivel gun, or rotate or fire a cannon if they did not begin its turn next to that weapon. It takes one figure to load any weapon, and another to fire a swivel gun or cannon, or rotate a cannon. If a cannon is on a rotating base or wheels it may be moved instead of loaded, however a swivel gun can be spun, loaded and fired in the same turn, assuming it has two crewmen. A cannon must be directly pointed at its target. Cannons have 3 hit points, however the damage is not cumulative, any damage less then 3 in one attack is ignored. If you roll a damage of 5 or 6 against a connon subtract 1 point of damage from the target ship or fort. A swivel gun has 1 hit point, if you roll a damage of 3-6 against a swivel gun subtract 2 from the target ship or fort. Cannon and swivel gun crew recive 1 wound each when the weapon is destroyed.

To fire cannons using 6 sided die:
                                                                      Damage
Weapon                       Range/To Hit                         | men structures
----------------------------------------------------------------------------------
cannon         54"/6+  36"/5+  24"/4+  18"/3+  12"/2+   6"/1+     | 1d6  1d6
swivel gun     36"/6+  24"/5+  18"/4+  12"/3+   6"/2+  >2"/1+     | 1d3  1d3
mounted rifle  36"/6+  24"/5+  18"/4+  12"/3+   6"/2+  >2"/no hit |  1   none

When fireing cannons at men, cannons, boats and gates are -1 to hit

Or if using GW "artilery die" to hit, and "sustained fire die" for damage:
                                                                      Damage
Weapon                       Range/To Hit                         | men structures
----------------------------------------------------------------------------------
cannon         54"/0rr   36"/1rr   18"/2rr    9"/3rr    6"/4rr    | 2sf  2sf
swivel gun     36"/0rr   18"/1rr   12"/2rr    6"/3rr   >2"/4rr    | 1sf  1sf

To use artilery die roll both the numbered die and the arrow die. If you get a "hit" and a "misfire" the load has exploded in the cannon, roll the dammage against the firering cannon. Otherwise a "hit" means the shot landed on target, and a misfire means that the shot was dud. An arrow and number result is used to locate missed shots. To determine damage roll the appropriate sustained fire die. A lightning bolt indicates that a critical hit has occoured. For each ctritical hit roll a 6 sided die of damage against any location on the target, ie any 1 weapon or any row on the damage chart.

Mark a 36 inch dowel with Cannon, swivel gun and mounted rifle ranges on it.

SHIPS

A ship must have at least 2 sections (bow and stern) and typicly has no more than 5 sections. One big ship tends to be harder to sink then two medium size ships, so the cost is different then the hit points. Both sides should have the same number of ship cost points, and you should try and keep the number of ships about the same.

SHIP             Movement           Ram          Hit Points         Cost 
------------------------------------------------------------------------------ 
wide ships    move 9"         | d6 + 3pts | 9pts per section | 9+(9 per section) 
narrow ships  move 12"        | d6 + 2pts | 6pts per section | 6+(6 per section) 
small ships   move 6", move 6"| d6 + 1pt  | 6pts to 12pts    | 6 to 12 catamaran     move 6", move 6"| d6        | 6pts to 12pts    | 6 to 12
rafts         move 3", move 3"| d6 + 1pt  | 3pts to 9pt      | 3 to  9
sailboat      move 4", move 4"| d6 - 3pts | 3pts             | 4
canoes        move 3", move 3"| d6 - 4pts | 3pts             | 3
rowboat       spin 4", move 4"| d6 - 3pts | 3pts             | 3
rocks                         | d6 + 7pts |
walls                         | d6 + 4pts |
harbor                        | d6 + 2pts |

When moving a ship place the origin of a ruler at the bow of the ship where it touches the water. Rotate the ruler up to 90 degrees left or right. Now spin the ship until it points at it's movement value or less on the ruler, then move the ship so that the bow is now toucheing that point on the ruler. Some ships and boats can do this twice per turn, work out all ship movement before attacking.

When a ship or boat losses a third of its points or more it moves at half speed For rafts and boats remove 1 movement phase, for ships cut their movement number in half. After a ship or boat has lost at least 2/3 of its total points it's dead in the water and can only spin, this is done at half of it's movement value also.Use the ruler to realign the ship, but don't move it forward. The first movement phase of a rowboat is done the same way. If a ship or boat losses all of its points it sinks, wait one complete turn before it sinks. The men on board may abandon ship and swim.

If ships comes within 2" of each other figures may move from one to the other in a boarding party, but may take no further actions in that turn. The figures must be within their movement to the other ship to board it. You may also try to grapple another ship at this range, both actions succeed on a roll of 2-6. Ships stay grappled until figures makes two successful attacks with edged weapons against the grappled ship side.

Figures may board other ships from the water, if the ships are stationary they make it on a roll of 3-6, if the ship is moving at half speed they make it on a roll of 4-6. If the ship is at full speed they make it on a roll of 5-6.

Ships may also ram each other, both ships sustain damage in a ram. A ship may also ram people or other objects. If a ship hits bow first add +1 to the damage it causes. The chart above shows the amount of damage different objects cause. Two ships are stuck to each other if the ramming ship started the game with more damage points then the rammed ship has before the ramming. Roll 1d6 at the begining of each players/teams turn, on a roll of 6 the ships dislodge. If a ship losses all of it's points in a ramming wait one turn before it sinks. If a ship sinks and it's stuck to a smaller ship, both ships sink.

FORTS

When allocating hit points, forts have the same number of hits as their cost. Gates have 3 hit points of their own.

Forts are damaged in the same way as ships, when trying to destroy a gate the damage is cumulative, apply the excess damage as you would for a cannon.

To scale the walls or climb a to a higher level of a fort a figure must normally roll a 6 to succeed. Heroes get a +1 to all wall scaling rolls. When a fort losses 1/3 of its points a figure can scale the walls with a 4-6 die roll. When a fort losses 2/3 of it's points a figure can scale the wall on a die roll of 3-6. When a fort losses all of it's points the walls collapse, all figures must roll to see if they are crushed, heroes are crushed on a roll of 1 and all others are crushed on a roll of 1-2. Anyone may enter freely and all cannons and mounted weapons are lost.

ISLANDERS

Some peoples have incorporated magic in their daily life, and are thus able to use it to protect themselves when the need arises. Islanders are able to summon and control the animals around them, and usually have large numbers of them as allies in battle. Shaman are special magic users, and they can use special offensive powers. Once per turn a Shaman can use his staff to cast a spell at his enemies instead of making a normal attack. A Shaman may call a lightning strike to any target within line of site, roll just as a cannon for range and damage. Shaman can repeal their enemies instead of calling lighting. Repel all enemy figures on land or in water 1d6 inches away. If the figure hits an unmovable object the figure takes 1 wound on a die roll of 6. Instead of repelling figures a Shaman can repel 1 ship or boat 2d6 inches away. Treat Shaman as heros.

ANIMALS

Unless you have a specific scenario, include animals in the weapons pile, or have them played by a referee.

Monkeys can be trained to help fight for it's crew. Monkeys can only use hand to hand weapons, and hit at a -1. Monkeys have 1 life point and move at a speed of 8"

Carnivorous monkey are caged monsters, when they are released they well attack the first person they see. They still move at a speed of 8" and attack at -1, but they get two attacks

Parrots can't kill, but when a figure is attacked by one he cannot move or load a weapon until it leaves or is killed. Parrots have 1 life point and fly at a speed of 16".

Falcons can attack and move just like parrots, but they can also be used to fend off or kill parrots, a parrot is killed on a roll of 4-6.

Sea Dragons, these monsters can be wild, or trained to attack, they must have a human rider or they well attack whatever they want. Dragons get three attacks that do 1pt of damage. Because of their huge size they can damage forts and ships as well as men and animals. The two claw attacks are successful on a roll of 5-6, and teeth on a roll of 4-6. Instead of a teeth attack a dragon my use it's fiery breath. Fire attacks are successful on a roll of 6 and have a range of 4". Objects on fire may continue to burn, each successive turn roll a die. On a roll of 1 the fire goes out, on a roll of 6 add one more point of damage. A successful fire attack on a cannon, or swivel gun causes no damage, but does fire the weapon if loaded.

Sharks and crocodiles are wild animals, and should be controlled by a referee. Sharks swim at a speed of 16", and crocodiles at a speed of 10". They can attack a man in the water, and succeed on a roll of 1. Crocodiles can also move on land at a speed of 6".

WIND

If you want to include wind, try not to let it interfere with the level of fun.

You can't head directly into the wind in a sail ship. You must tack at least 30 degrees to the wind. Also ships travel at half speed when tacking. All ships that are stopped drift 1d6 inches in the direction of the wind at the beginning of the owners turn.

You may stall another players ship, to do this you must pass your ship between his ship and the wind. If your ship is the same size or larger then the other ship is stopped. If the other ship is larger it moves at half speed on its next turn. The same can happen to you if you pass behind another ship on your turn.


Author Info

Copyright 1993, 1994, 1996 by Mathew A. Clayson Permission to reproduce in any format granted as long as the information contained is done in whole and unmodified. This includes the right to reformat and correct obvious typographical and spelling errors.

For suggestions or comments contact: Mathew Clayson KA6EBS Home(510)651-5635

clayson@eng.sun.com


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SCORE SHEET	use one per ship or fort	

                            WOODEN  SHIPS   and   PLASTIC  MEN   
                        SHIPS and FORTS                   BOATS, RAFTS and GATES
Full Move () () () () ().() () () () ().() () () () () | ().().() Full Strength
Half Move () () () () ().() () () () ().() () () () () | ().().() Half Strength
 No  Move () () () () ().() () () () ().() () () () () | ().().()  1/3 Strength
   Sink!						           Collapse!

SHIPS          Movement           Ram          Hit Points         Cost 
------------------------------------------------------------------------------ 
wide ships    move 9"         | d6 + 5pts | 9pts per section | 9+(9 per section) 
narrow ships  move 12"        | d6 + 3pts | 6pts per section | 6+(6 per section) 
small ships   move 6", move 6"| d6 + 1pt  | 6pts to 12pts    | 6 to 12 
catamaran     move 6", move 6"| d6        | 6pts to 12pts    | 6 to 12
rafts         move 3", move 3"| d6 - 1pt  | 3pts to 9pt      | 3 to  9
sailboat      move 4", move 4"| d6 - 3pts | 3pts             | 4
canoes        move 3", move 3"| d6 - 4pts | 3pts             | 3
rowboat       spin 4", move 4"| d6 - 3pts | 3pts             | 3
rocks                         | d6 + 7pts |
walls                         | d6 + 4pts |
harbor                        | d6 + 2pts |


WEAPONS

 Projectiles        Range                 To Hit             Damage
         Extreme Long  med short | Ext. Long med Short <2"   |  men 
---------------------------------------------------------------------------- 
rifle        36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt 
crossbow     36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt 
arrow        36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt 
pistol       18"  12"   9"   6"  |  7    6    5+  4+   3+    |  1pt 
spear        18"  12"   9"   6"  |  7    6    5+  4+ no hit  |  1pt 

Weapon                       Range/To Hit                         | men structures
----------------------------------------------------------------------------------
cannon         54"/6+  36"/5+  24"/4+  18"/3+  12"/2+   6"/1+     | 1d6  1d6
swivel gun     36"/6+  24"/5+  18"/4+  12"/3+   6"/2+  >2"/1+     | 1d3  1d3
mounted rifle  36"/6+  24"/5+  18"/4+  12"/3+   6"/2+  >2"/no hit |  1   none

When fireing cannons at men, cannons, boats and gates, they are -1 to hit.


Hand to hand  To Hit       Damage  
---------------------------------------- 
swords           5-6   |   1pt one handed
axe               6    |   2pt one handed
club              6    |   1pt one handed
halberd          5-6   |   2pt
Bayonet**         6    |   1pt
spear             6    |   1pt
oars              6    |   1pt
**(all rifles have a bayonet) 




----------------------------------------------------------------------------
----------------------------------------------------------------------------

SCORE SHEET, with GW dice     use one per ship or fort
 
                            WOODEN  SHIPS   and   PLASTIC  MEN
                        SHIPS and FORTS                   BOATS, RAFTS and GATES
Full Move () () () () ().() () () () ().() () () () () | ().().()  Full Strength
Half Move () () () () ().() () () () ().() () () () () | ().().()  Half Strength
 No  Move () () () () ().() () () () ().() () () () () | ().().()   1/3 Strength
   Sink!                                                            Collapse!
 
SHIPS          Movement           Ram          Hit Points         Cost
------------------------------------------------------------------------------
wide ships    move 9"         | d6 + 5pts | 9pts per section | 9+(9 per section)
narrow ships  move 12"        | d6 + 3pts | 6pts per section | 6+(6 per section)
small ships   move 6", move 6"| d6 + 1pt  | 6pts to 12pts    | 6 to 12
catamaran     move 6", move 6"| d6        | 6pts to 12pts    | 6 to 12
rafts         move 3", move 3"| d6 - 1pt  | 3pts to 9pt      | 3 to  9
sailboat      move 4", move 4"| d6 - 3pts | 3pts             | 4
canoes        move 3", move 3"| d6 - 4pts | 3pts             | 3
rowboat       spin 4", move 4"| d6 - 3pts | 3pts             | 3
rocks                         | d6 + 7pts |
walls                         | d6 + 4pts |
harbor                        | d6 + 2pts |
 
 
WEAPONS
 
 Projectiles        Range                 To Hit             Damage
         Extreme Long  med short | Ext. Long med Short <2"   |  men
----------------------------------------------------------------------------
rifle        36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt
crossbow     36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt
arrow        36"  18"  12"   6"  |  7    6    5+  4+ no hit  |  1pt
pistol       18"  12"   9"   6"  |  7    6    5+  4+   3+    |  1pt
spear        18"  12"   9"   6"  |  7    6    5+  4+ no hit  |  1pt
 
Weapon                       Range/To Hit                         | men structures
----------------------------------------------------------------------------------
mounted rifle  36"/6+  24"/5+  18"/4+  12"/3+   6"/2+  >2"/no hit |  1   none

cannon         54"/0rr   36"/1rr   18"/2rr    9"/3rr    6"/4rr    | 2sf  2sf
swivel gun     36"/0rr   18"/1rr   12"/2rr    6"/3rr   >2"/4rr    | 1sf  1sf

When fireing cannons at men, cannons, boats and gates, they are -1 to hit.
 
 
Hand to hand  To Hit       Damage
----------------------------------------
swords           5-6   |   1pt one handed
axe               6    |   2pt one handed
club              6    |   1pt one handed
halberd          5-6   |   2pt
Bayonet**         6    |   1pt
spear             6    |   1pt
oars              6    |   1pt
**(all rifles have a bayonet)