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    MARE NOSTRUM

    by Richard Affinati (http://it.geocities.com/accademiawargame/)

    translated by Robert Morris (http://backtothekeep.blogspot.com)

    INTRODUCTIONThese rules relate to naal warfare in the ancient period! when the oar was the main source of propulsion of a boat. Theserules reproduce the wars across the sea to the Renaissance age. They are simple! but historically accurate and fun. "e

    suggest you use #:#$%% scale ship models on bases &cm by 'cm. The bases should be painted blue with white highlights! to

    simulate the waes of the sea. ach base should hae one model! ecept for boats or small brigantines! which should be

    based two or four to a base. *ou can easily use any scale and apply the kind of basing it prefers! proided it is uniform for

    all elements inoled in naal battles.

    FLEET CONSTRUCTIONach player can be assigned a ariable number of points with which to build his fleet.

    TYPES OF MARINE ELEMENTS

    Combat Structure Maximum Weapon

    S!ip T"pe Cot #a$ue Point Mo%ement Turn Fire

    Transport +hip! ,aracca! #% # $ #-cm (against the wind) &cm one0norarie! etc. or $-cm (downwind)

    +mall boats! 1rigantine! etc. 2 # # $%cm 'cm! may change onefacing on the spot

    3aleotta! 4usta! +mall $% $ $ #cm cm #2cm radius

    3alley! 1ireme! -rakkar! etc.

    3alera! Ancient Triremes! etc. 5% 5 $ #$cm cm $&cm radius

    3reat 3alley! &% & 5 'cm &cm 5%cm radius

    6uin7/7uadriremes! etc.

    8oliremi! ,ommand 3alley! 2% & & cm &cm 5%cm radius

    4lagship! etc.

    3alea99a! 3alleon! etc. % & 2 cm &cm 5%cm radius

    Cre& T"pe

    eteran ,rew $%

    Trained ,rew #2 ,onscripted ,rew #%

    8oor ,rew 2

    SE'UENCE OF PLAY1) Shooting;n this phase! the models that are e7uipped with weapons! may take shots against targets that are directly in front of their

    bow! for at this time the missile weapons were put forward. 0nly 3alea99o! 3alleons! or historically documented essels

    that could fire a shot at 5%

    =ine of +ight. 1efore the shot! both players confirm that there is nothing that blocks the iew between the shooter and the

    target. =ine of sight is blocked by islands! headlands! bays! and ships of all kind.

    To hit! roll #-. A successful hit is scored on a 2 or . ;f the target is farther than half the range of the weapons on the firing

    ship! a successful hit is scored only on a . ;f the target is hit! subtract # +tructure 8oint. 0nce a essel has lost all of its

    +tructure 8oints! roll immediately for the ship on the ,apture Table.

    2) INITIATIVE.The two opposing players each roll #-. The result is added to their Aggression score (Ag). The player with the higher roll

    http://it.geocities.com/accademiawargame/http://backtothekeep.blogspot.com/http://backtothekeep.blogspot.com/http://it.geocities.com/accademiawargame/
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    can decide whether to moe first or second in that round. ;n the case of e7ual rolls! the player with the lowest number of

    elements decides to moe first or second.

    3) MOVEMENT.A moement can be performed by a single element or by a group of elements ad>acent to each other. To find out how many

    elements or groups of elements a player can moe in a turn! roll #-. The result indicates the number of points in its+trategy proision.

    +ub?admirals and flagships. 1efore the battle! each player must appoint a single flagship element. ;n larger historical battles

    inoling two or three naal diisions! each player may appoint up to two +ub?flagships. ach element or group of elements

    more than 5%cm from its 4lagship or +ub? 4lagship! must spend $ +trategy points to moe. An element or group of elements

    within 5%cm spends one +trategy point to moe.

    All units may back with oars 2cm. A group of ships can hae two types of formations! in line (side by side with the samefront) or column (placed one behind the other). A group of ships always moes with the speed of the slowest ship in the

    element. ;t is possible to break into sub?groups of elements at any time! but broken elements cannot recombine.

    To change direction! the unit must turn before moing in a straight line. lements will be slower! while small boats will turn

    faster. +hips can turn right or left. +hips in a column will carry out the rotation (turn) in the same spot as the lead ship in the

    element.

    +ailing +hips Moement. +ailing ships! or ships that decide to use sails instead the oars! throw #- (against the wind) or$- (downwind) eery turn. The result is the centimeters aailable for moement. The direction of the wind is determined

    for both players at the start of the battle and again eery ten rounds. ach player rolls #-. 0n #! $! 5 or & the wind isunfaorable. 0n 2 or the wind is faorable.

    4) COMBAT.lements that touch an enemy element at any point with the front (bow) or are ad>acent to an enemy with the sides of both

    ships touching (only after the inention of the Raen! $% 1,) may initiate combat. The player that moed first rolls a die

    for one ship in his element that is in combat. The second player then rolls for one of their ships. 8layers alternate until they

    hae both rolled for all of the combats.

    Roll a dice for the element that is ad>acent to an opponent during the combat stage. ;f the result is e7ual to or less than its

    ,ombat alue! subtract a +tructure 8oint from the engaged enemy ship. ;f the opposing crew is better trained! add # to the

    die roll. ,rews may be! in descending order of ability: eterans (superior)! Trained (ordinary)! ,onscripted ,rew (leees)!or 8oor (inferior). A ship may leae combat! if it rammed an enemy ship! by moing backwards during the net moement.

    A ship that loses all of its +tructure 8oints must consult the ,apture! +hipwreck! and +inking Table.

    CAPTURE( S)IPWREC*( an+ SIN*IN, TA-LE;f an element loses all of its +tructure 8oints! roll a die.

    0n a # or $! the element can be boarded by ad>acent naal elements. ;f it is not boarded! it will sink oer the net fie

    rounds. A boarded element regains one +tructure 8oint and can moe! rotate and row at half speed. A ship may be capturedmultiple times.

    0n a 5 or &! the ship can be towed by an element of e7ual or greater tonnage ad>acent to it. ;f it is not captured and towed! it

    will sink oer the net fie rounds. A towed element regains one +tructure 8oint but cannot moe if it is not drien forwardby the towing element. 1oth the towed and towing elements moe at half speed and turn and shoot at half range.

    0n a 2 or ! the ship sinks immediately.

    COASTS AND STRANDIN,Saal elements (ecept for boats and small boats) within 2cm of a coast (ecluding 8orts and ,hannels) roll a die (#-). 0n

    a roll of 2 or ! the element enters the naal arena. ;f the ship does not eit the coastal area! roll a die in each subse7uent

    round. ;f you get a # or $! the naal element can not moe. ;f the wind is unfaorable for #% rounds in a row! and the ship is

    not released! you will hae to make a throw on the ,apture! +hipwreck and +inking Table.