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Introduction

This addition to Baron Wars covers fighting at sea during the 13th century. The
main vessel of medieval times was the cog, a stout, square rigged ship, capable
of withstanding the conditions of the north sea. During this time, the Cogs be-
came larger and started using a rudder as we know it now. Cogs equipped for
war were generally equipped with towers called castles on the bow and stern to
fight from. These allowed height and protection for archers and men at arms.
Although, in reality, there were not that many naval battles during this time,
who can resist the colorful nature of these ships as they were often painted and
showed shields of the owners charge. Our rules will revolve around one basic
size of cog, with additional rules for Long Ships and small boats. In addition,
there is a section on sea creatures.

The Ships
The ships definitions are kept as simple as possible for game play. There are 4
categories of ships.

Cog
A cog is the main fighting vessel of our game. It is a square rigged heavy ship
with fighting castles on the bow and stern. Sail powered only. For our game
purposes, there is only one type of Cog. Structure is 30 pts.
Crew is 1 captain, 3 sailors.

Knarr
The Knarr was similar to the cog but was used mainly for cargo. It was sail pow-
ered and did not have the fighting castles. Structure is 30 pts.
Crew is 1 captain, 3 sailors.

Small boat
Small boats encompass all small boats ranging from long boats to fishing boats.
Structure is 5 pts. 2 Sailors.

Long Ship
The Long Ship was used by the Vikings. It was the best sailor of all and could be
rowed as well as sailed. Structure is 25 pts. Crew is 1 captain, minimum of 8
oarsmen to row.

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Ship Roster

Ships Name: ____________

Ship Strength: 30 Boat Strength: 5



Speed: 6 + 1d6

Turning: 45% for every 4
of movement

Personal

Baron:
_______________

Captain: ______________

Knights __

Men at Arms __

Spearmen __

Bowmen/Crossbow __

Levy __

Peasants ___
1 No damage
2 1d6 damage
3 2d6 damage
4 2d6 damage, 1d6 damage each
additional turn
5 Mast Lost, ship drifts 1d6 with
wind
6 Rudder lost, roll 1d6, 1,2 left
turn, 3,4 straight, 5,6 right turn.
Roll every 4 inches of move-
ment
Damage
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Crew Actions

There is a captain and three crew for each ship. The captain is worth 2 points,
each crewman is worth 1 point. This totals 5 points. Certain actions require die
rolls for the crew to accomplish the task. Total the crew strength and roll 1d6. If
the result is the crew strength or less, the action is successful. If not, the action
fails . These actions are preformed at either the beginning of movement or at the
time they occur.

Navigating Shoals
If a ship is within 2 inches of a shoal (use terrain feature such as a rock), it must
roll to see if it navigates the shoal. Roll once per turn. If it does not navigate the
shoal, roll 2d6 for collision. If the result is higher than 6, the ship grounds and
takes 1d6 of damage. At the start of movement it may attempt to free itself. Roll
for crew as above, if successful, the ship gets off, if not, it stays and takes anoth-
er 1d6 damage.

Docking
Roll for crew action when docking. If the roll is not made (see above). The ship
suffers 1d6 of damage. If a wooden dock, roll 1d6, on a 6 the dock is destroyed
and can not be used.

Anchoring
Roll for crew action when dropping or raising anchor. If dropping and the action
fails, the ship will drift with the wind 1d6. If raising, the anchor is stuck and the
ship remains in place.

Sail Control
Crews can try to trim sails for maximum speed. If successful, they get 1d6 addi-
tional speed, if not, they lose the normal die roll for movement that turn due to
incompetence.









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Movement

Overview
Movement for ships takes place during regular movement of the game. There is
two different modes of movement for ships, wind and oars. Oar power is con-
stant in all directions, while wind power is determined by the direction of the
wind to the attitude of the ship. For game purposes, the variable movement rate
reflects the different immediate winds speeds. In addition, the crew determines
how efficient certain maneuvers are made. The figures on board a ship may
move at the beginning or end of the ships movement.

Wind
The wind direction should be determined at the beginning of the game. You
have 8 points of wind consisting of north, northeast, east, southeast, south,
southwest, west, and northwest. The direction of the wind comes from the
point given. For example, a north wind travels from north to south. At the be-
ginning of each turn, roll 2d6. On a 12, the wind shifts. Roll 1d6 again, even
numbers means it shifts clockwise one point, odd numbers it shifts counter
clockwise one point.

Basic Movement
Ships move during the regular movement phase. Ships may move all, some, or
none of their movement rate. Figures onboard move at the beginning or end of
the ship movement. Ships move in a straight line. See turning below.

Movement Rates
A cog moves up to 6 + 1d6.
A long ship moves up to 10 rowing, and 8 +1d6 sailing.
A small boat moves up to 5 rowing and 6 +1d6 sailing.

Turning

Wind
Cogs may make up to a 45 degree turn for every 4 it moves. A long ship may
make up a 45 degree turn for every 3 of movement. Small boats may make a 45
degree turn for every 2 of moment. Turns are made from the center of the ship.
(Use mast for reference) Ships can not steer within 90 degrees of the wind. If a
ship is not moving, it may be turned 45 degrees a turn.

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Movement continued

Oars
Longships may make a 45 degree turn every 2 , small boats turn every 1.
Oared vessels can turn in place with each 45 degree turn costing 3 inches of
movement.

Raising or lowering Sails
You may raise or lower sails at the beginning of your movement turn. Raising
or lowering sails takes 1/2 move with 2 crewman within 3 of the mast. The
ship will then move 1/2 speed the rest of that turn and then either drift, if low-
ered, or move at full speed, if raised.

Anchoring
Anchoring (lowering or raising) requires one crewman within 2 of the an-
chor. Lowering the anchor is immediate and stops the ship. Raising the an-
chor requires 1/2 move. A boat will swing downwind until the bow faces the
direction of the wind when anchored. Measures from the back of the boat
when making the swing .

Figure movement on ships
Figures move either before or after the ship moves. It takes 1/2 move to climb
mast . Other movement is normal, i.e., to go up stairs is the height of the
stairs.
If a door is unprotected, (no figure on inside) the door is automatically broken
down and can be entered that turn. If protected, the door is attacked in the
combat phase. It has a saving throw of 1 or 2.

Debarking
When a ship touches a dock or land (beaching), figures may leave over any
part of the gunwale. Moving through water is considered rough terrain, mov-
ing from the ship to land has no movement penalty.

Embarking
Figures move back on a ship at normal speed, however, the ship may not
move until the following turn. Ships may be turned up to 180 degrees on the
first turn (assumes crew and other figures manhandle the ship by use of lines)
and then move on the second turn.
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Kraken C:5 (each tentacle), A:5, Morale: 5, MV: 3d6
The Kraken is one of the most dangerous creatures, it can attack ships and actu-
ally sink them. Those on board must fend off the tentacles of the monster.
The Kraken swims at a rate of 3d6. The Kraken consists of 4 tentacles each hav-
ing a combat value of 5 for each one. All tentacles must be within 3 of all other
tentacles at all times. It can hit anything within 3 of the tentacle . Any figure
within 3 may fight back. Any tentacle that is destroyed causes a morale check.
On a 1-3 it attacks any figure on the ship, on a 4-6, it attacks the boat itself.
Each hit on a ship of the kraken does 1d6 of damage divided by 2, rounding up.
Roll to see which section of the ship it attacks.

Sea Serpent C: Jaws 5 Tail 4, A 5, Morale 4, Move 3d6
The Sea Serpent is kin to the land dragon. It has powerful weapons in its jaws
(5) and tail (4). Its shear power allows it to ram ships. On a 1-3 it attacks any
figure on the ship, on a 4-6, it attacks the ship itself. Each hit on a ship does 1d6
of damage divided by 2, rounding up. Roll to see which section of the ship it at-
tacks.

Sharks C: 5, A: 5, Move: 2d6
Sharks appear when men go overboard. Roll 1d6 for number of sharks. Oppos-
ing player may place the sharks anywhere, but no closer than 12 to any figure
in the water. Roll 1d8 for direction. If it comes within 2 of a figure it will attack.
An attack by a shark is considered to be a rear attack. The shark will make one
attack and then make a normal move next turn.

Sea Snake C:4 A:3 Move: 1d6
A sea snake can slither up a hull and attack those on board. Roll to see which
section of the ship it attacks.

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Sea Creatures

























Wondrous and dangerous creatures are found in the sea!. These may help or
hinder the seafarer.

A player from the opposing side handles the creature. The Creature always
moves first.

Creature Location
Roll 1d6 at the start of each turn. On a 6, a creature will attack a ship. Roll dice
to determine which ship.
Once a creature has attacked, it will stay with the ship until it is killed, driven
off, or destroys the ship!

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Miscellaneous Rules

Swinging ala Flynn
Any figure within 2 of the mast may attempt to swing over to the other boat.
They can swing up to 5 from the mast to any part of the enemy ship. If there is
no opposition, they can move up to half afterwards. If there is opposition, roll to
see if they or their opponent is bowled over. 1,2 opponent knocked over, 3,4
both standing, 5,6 attacker knocked over. A figure knocked over fights at half
value, rounding down. It takes 2 of movement to stand up.

Slippage
Cogs and Long ships under sail will slip sideways with the wind. When throwing
movement dice, an even numbers causes the ship slips 1 inch to leeward, on odd
numbers it slips 2 inches. Adjust at the beginning of the turn before any move-
ment is made.

Man Overboard!
Figures that are routed and have no place to go will either surrender or jump
overboard. Figures that are pushed back and have no place to go, fall overboard.
Figures in the water must roll the inverse of their armor value to survive. Roll at
the time they fall in and at the start of each movement turn. Constitution rolls
are still made. Figures swim at a rate of 1d6.

Collisions
Whenever two ships make contact both ships must roll for collision. Roll 2d6
for each ship. The number thrown is deducted from the hull strength of the ves-
sel. A small boat cannot damage a larger ship.

Grappling
Anytime two opposing cogs come within 2 of each other, one or both may at-
tempt to grapple. On a 1-4 the ships are grappled. If grappled, both cogs will
pivot from the point closest to contact until they are touching. At the beginning
of movement ships may attempt to un grapple by rolling 1-2. If un grappling is
successful, the ship may not be grabbled again until the next turn.



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Miscellaneous Rules

Boarding
Any figure within 2 inches of the opposing ship may attempt to board the ship.
Defenders get soft cover if fighting behind the gunwales or castle walls of the
ship. If the attacker wins, they move onto the ship. A figure may not board an
opposing castle if they are on the main deck of their own ship.
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Miscellaneous Rules
Fire Arrows
Fire arrows may be used to damage or sink ships. A ship is divided into 4 sec-
tions which are Bow, Stern, and main deck aft of mast, and main deck fore of
mast. Bowman firing fire arrows indicate which area they are aiming for. Roll as
normal to hit. The Saving Throw is 1-4, the cog is set on fire on a 5-6.

Fires
When a fire is started in an area, it can be fought in the combat phase. A fire not
fought automatically continues to burn. A fire can be fought by any figure within
an inch of the area. On a 1d6 roll, a fire is put out on a 1 or 2, on a 3 or 4 it re-
mains, in a 5 or 6, it expands. For every 3 figures fighting the fire reduce 1 from
a die roll. Once a fire is started in a section, any figure in that section must move
out of that section on its next movement turn. It can fight the fire from an adja-
cent section. You may move up to half your move and still fight fires that turn.
Figures fighting fires may not fire missiles and all attacks on them are consid-
ered rear attacks. If a fire expands and it has several different paths, chose the
path directly downwind first. If that is not possible, roll a die to determine area.

Catapults
A catapult may fire up to 24 once a turn. It can not fire closer than 6. A cata-
pult must have a crew of at least 2. It can fire up to 45 degrees to either side of
the front of the catapult arm. It hits on a 1. If it is firing stone, roll 2d6 for
structural damage, if fire and hit, defender rolls to see if the fire catches . It
catches on a 4-6.

Lime
Lime was thrown off ships to blind the enemy. At the beginning of the move-
ment phase a figure may throw lime which will create a 3x3 inch cloud. This can
be done by 1 figure each turn. The Cloud will travel 2d6 inches downwind and
moves first. If double ones are thrown, the cloud settles over the throwers sec-
tion. Any section of a ship that a lime cloud passes over or ends on top of is
blinded and may not fire and fights at a minus 1 for combat and saves that turn.
Lime clouds block line of sight for firing purposes. If all dice are odd, cloud de-
viates 45 degrees to port, if all dice are even, cloud deviates 45 degrees to star-
board.

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