DREADFLEET RULES PDF

This is the first version of my house rules for Dreadfleet. Or, put another way, murdering some darlings that should have long since been safely hidden away under the turf. This is only the first cut of these house rules and needs a load more playtesting to call finished. I just thought you might like to have a peek at where it is now, and perhaps play some games yourselves and let me know what you think.

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This is the first version of my house rules for Dreadfleet. Or, put another way, murdering some darlings that should have long since been safely hidden away under the turf. This is only the first cut of these house rules and needs a load more playtesting to call finished. I just thought you might like to have a peek at where it is now, and perhaps play some games yourselves and let me know what you think. The rules I left as they were as much as possible, and where I did feel I had to do something I have tended to stick to merging or ignoring things rather than making new stuff up wholesale.

So, let the party begin…. Ship stats stay as they are with one crucial change. A ship has a new stat called Damage. Damage is simply how much punishment a ship can take before it glugs. Each time a ship is hit and the armour does not save it then it loses a point of damage. In boarding actions the damage is taken directly, without a save as normal.

We used glass beads on the ship card to mark Damage taken. A ship has two gun crews: one for each side of the vessel.

This means that a ship can fire a broadside as described in the book from each side in each turn. If you choose to fire from only one side in a turn then the other crew can help.

With extra hands to run powder and shot to the guns the firing is more intense. Double crewed broadsides like this get to re-roll any dice that miss on the first attempt. Watch out for the Heldenhammer! If you are in contact with your target then the shot will always be partial half dice. Of course, your target must still be at least partly in arc to make any kind of shot.

These now include duels. The rest stays the same. This is not reduced by Damage. In addition to this you also get one dice per crew. However, this number is reduced by Damage taken. For example, if the Swordfysh has 4 Damage on it then it will still fight with 3 dice the Swashbuckling stat of captain Saltspite. At least, not for this. Mostly this is because I need to check the auxiliary rules.

The first was damage. Damage in the base rules is highly unpredictable, two hits might sink a ship outright whereas six could fly into the rigging and leave it slowed down but otherwise unharmed. It seems to have been a design intention that the ships would all take a battering but that sinking them would be relatively rare. However, this not only means that the game takes longer as you have all of the models to fiddle with every turn, but also means that you can never quite be sure what the effect of a given attack will be.

The Heldenhammer might get a clean raking shot with its first broadside of the game and do nothing at all on quite average dice. Crushing that down to just inflicting damage based on the two properties in the rules that can actually cause a ship to sink means that when you start shooting you have a good idea what is going to happen, so you can plan the likely outcomes.

The second was the special rules. A large portion of the length of time spent playing Dreadfleet is the huge number of special rules. Reducing the fate cards to one a turn meant that there was only one thing to read and do at the start of a turn, and taking out all the special damage cards meant that there was far less to keep track of when it came to the status phase, speeding up the bookkeeping portion of the game massively and letting you get straight on with the swashbuckling.

Only having one fate card a turn also meant that the wind was slightly less prone to zooming around wildly. Following our conversation on the way back from Maelstrom a few weeks ago, I thought it only right that I reply to this post — it is odd that nobody else has commented…. Have you played again since? Gaming time has been at something of a premium of late, and most of it has been taken up as always playtesting current projects.

This is excellent, thank you so much for posting these changes. I bought Dreadfleet for the models and was pretty gutted when the rules turned out to be such a dud, but I held on to the hope that a good game could be made out of it dropping the fate cards to one a turn is, even by itself, a huge improvement. Do you need playtesters to try these rules out?

I will try and get a game together and get you feedback on the changes. Secondly, I hope the end-phase of this project is a PDF errata that summarizes the rule-changes. I would be very happy to help you in the creation of this document if you are time-short- please email if this would be helpful. Dreadfleet was disappointing and the large amount of money I spent on it really bothered me.

I would be so happy if there were rules for an actual game in there. My only requests are that you mention where it came from and posted a link here too so that people could find the translated version if they needed to. Pingback: Launching Notes. Curious to know as well! I need this game to be salvaged! Despite visiting this blog for some time, I have discovered this article just now!

I am curious too! It would be great if Jake and GloatingSwine finish this project. The game looks great and has excellent miniatures, but the rules are really terrible and worth proper revision. Pingback: Hoary Old Chestnuts.

Having dusted my old box off and scouring the house for a board large enough to play it upon, I too would like to revisit this project, there seem to be pockets of similar minded gamers on the internet that would relish a finished project such as this. Saying that I can full well understand the time that such an endeavour requires and that it is likely for this reason that the Dreadfleet rules revamp was never finished. The rules we did covered the bulk of the issues and made for a vastly improved game.

Hi I have been playing around with different ideas to try and make Dreadfleet a better game to play have really been inspired by some of the ideas here, but not sure where to put my take on it. Doing Damage still keeping the damage deck, but the hull and crew value added together equal the total amount of cards a ship can take before it sinks, and for each failed armour save of 1, flip the damage card and apply the effects, this acts as a critical, the ship is sunk if it reaches 0 crew or hull as normal this is to allow more control of damage given the bigger ships need to be hit more often, reducing crew helps in boarding and other special damage just make it more vulnerable, upgrade fate cards do their normal thing when applied to a ship.

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Notify me of new posts via email. Sign up! Skip to content. Stats Ship stats stay as they are with one crucial change. Each point of Damage on a ship has the following effects: -1 Speed. Fate Only the player that won the initiative takes a Fate card in a turn. So… A ship has two gun crews: one for each side of the vessel. Shooting at Targets in Contact If you are in contact with your target then the shot will always be partial half dice.

Boarding Actions These now include duels. Auxiliaries Ignore these for now. I need to play the rules before I post them. Control Sea Monster: ignore this for now. The Zandri may sink immediately when this wears off.

Ram Attack Swordfysh : D3 Damage. Bolt Throwers Seadrake : ignore. Sea Nymphs Scimitar : one Damage is repaired. Fate Cards Basically, all the random monster attacks are doubled in strength. If a D3 they become a D6. Curse of the Undead Mariner: just randomly select a ship from the biggest fleet. Hurricane of Blades: D3 Damage. Shimmerlings: Crew 4. Rain of Snakes: Crew 2. The Sands of Time: declare the use of this spell at the start of a Boarding Action involving the Zandri.

Re-roll any dice that fail to gain a victory on their first attempt. Back in the box for now Mostly this is because I need to check the auxiliary rules. Share this: Twitter Facebook. Like this: Like Loading This entry was posted in Dreadfleet.

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Dreadfleet v1

Splice the mainbrace and clean the poop deck! Dreadfleet sails late into harbour. P oor Dreadfleet. It could have been so good.

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Dreadfleet

In the last article about Dreadfleet I wrote about warships and their characteristics. In this article I will explain some of the basic rules that you need to know in order to play this game. Things like fate cards and damage cards are quite easy to understand. In fate phase each player draws fate card and resolves it. Fate card is very important because of the wind, but I will talk about that later. Damage cards are drawn when your ship sustains certain amount of damage.

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