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==Starting Forces==
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USA: 10I
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CAN: 10I 6I(GB) 6Sol 1t
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SPA: 10I 5Sol
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==Privateers overview==
 
==Privateers overview==
  

Versio 22. lokakuuta 2012 kello 20.04

Starting Forces

USA: 10I CAN: 10I 6I(GB) 6Sol 1t SPA: 10I 5Sol

Privateers overview

Privateers operate as light naval units that intercept or protect trade.

Each privateer costs 7$ and 1mp.

Privateers may not attack enemy fleet markers, but can be attacked by fleets and other privateers.

Privateers may operate in any of the following privateer boxes (trade that is vulnerable): Atlantic, europe (All trade)
Mediterranean (Any trade that must cross mediterranean to reach it's destination)
Baltic sea (Any trade that must cross the Baltic to reach it's destination)
Eastern seaboard (All trade with America)
Carribbean (Spanish gold convoy)
North Atlantic(all trade with america that is not vulnerable in the mediterranean sea
Sargasso sea(All trade vulnerable in mediterranean)
Equatorial Atlantic (Cape town, Persia, Bombay, Mascarenes, Seychelles trade)
South-eastern Atlantic(Cape town, Persia, Bombay, Mascarenes, Seychelles trade)
Indian ocean(Persia, Bombay, Mascarenes, Seychelles trade)
Arabian sea(Persia, Bombay trade)
Andaman sea (Bengal, Spice Islands trade)
Malacca straits (Bengal, Spice Islands trade)
Pacific (none)
Peruvian sea(5$ worth of spanish gold convoy)
Magellan strait(None, privateers must roll 1d6 to enter, on a 1, the privateer is disabled)

Raiding and privateers

Privateers can:
Escort trade
Blockade ports the controlling major power is at war with
Attack trade of a major power that is at war with the controller of the privateer
Attack privateers of a major power that is at war with the controller of the privateer

A privateer attacking trade causes 1d6$ to be lost from the trade. If a 6 is rolled, the raiding major power gains 1$.
A privateer escorting raid cancels any successful privateer attack against that trade on a roll of 4+
A privateer hunting privateers gets +1 to combat roll.

After any trade attack is resolved, privateers hostile to eachother and any that were escorting trade, fire at one enemy privateer. On a modified result 0f 6+, the opposing ship is disabled. If disabled already, it is sunk instead.
Privateers that are disabled move normally, but may not attack trade or other privateers. In addittion, they must roll 1d6 and on a roll of 1, the privateer is sunk.
A disabled privateer that spends a full turn in a friendly port is immediately fixed.

Privateers gain +1 to avoid blockading ships of any type.

Fleets and privateers

Fleets can attack enemy privateers. If they do so, all frigates in the fleet roll 1d6 with each 6 killing a privateer (instead of disabling)

If there is any fleet marker in the box, only privateers of that nation may operate. If there are more than one fleet (different controller) no privateer may operate.Fleets in port count.

A fleet in a privateer box may attack enemy trade. All ships roll 1d6. Frigates roll at -2. Heavies and SOLs at -4. Transports at -6. Result is the damage to the trade.