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POSEIDON´S WARRIORS - REFERENCE SHEET

1. INITIATIVE PHASE
Roll a D6 (re-roll ties). Highest roll may choose to go first or second.

2. OPERATIONAL PHASE
Players alternate activating a squadron of 1-5 ships. A squadron must stay together, keeping all ships within 2” of another ship in
the same squadron. If a squadron is split into two or more groups, the largest group is the squadron and the rest are 'separated'.
If neither group is larger, then the player nominates one to be 'separated'. The separated section must attempt to re-join the
squadron and may not initiate combat.

MOVEMENT
• Ships may move 1 inch per each “Speed” stat.
• Ships must move straight forward a minimum of 1" before turning.
• Turn is up to 45°, losing 1" of movement.
• May reverse ½" (costs full move). Can´t reverse into combat and initiate boarding.
• May turn 180° in place (costs full move).

ARTILLERY
• Fires through side arcs only.
• Range 8".
• Hits on 4+ (3+ through target's front or rear arcs).

D6 ROLL RESULT
1 Special Result (roll again, see below)
2-3 Marine lost
4-5 Oar bank lost
6 Artillery piece lost
SPECIAL RESULT – D6 ROLL RESULT
1-3 Artillery piece fails to fire
4-5 Artillery piece malfunktions permanently
6 Admiral or other leader killed if present on the target ship
If the target lacks the specified area or all the specified areas have already been destroyed, then the result is “No Effect”

OAR STRIKES
• Only into side arc of target.
• 4+ one oar bank destroyed, 6+ two oar banks destroyed.
• A ship loses half its oar banks it moves at half speed (quarter speed if it has also lost half its hull points, as above). When all
of a ship's oar banks are destroyed, it can no longer move.

RAMS
• Ship must first move forward at least ½".
• Ram stat = number of hits. For each hit, target rolls a D6 to match or beat his “Save” stat.
• Every hit he fails to save destroys a hull point.
• When a ship has lost half its hull points it moves at half speed. When all hull points are lost the ship sinks and is removed
from play.
• Attacker and defender suffers damage simultaneously, if both ships rammed through its bow 90⁰ arc. A single ship rammed
by two or more enemy ships from a single squadron, get only one ram attempt back at the squadron, but may divide any
hits among the attacking ships as the defender sees fit.

BOARDING
• A ship which finishes a move adjacent to an enemy ship (incl. “ram” or “oar strike” attack) may initiate grappling.
• Grappling successful on 5+ (6+ after oar strike).
• If attacker declines grappling, the defender may choose to initiate grappling on a 6+.
• Marine combat simultaneous.
• 5+ to kill enemy marine.
• 5+ to ungrapple after combat round. Both players can choose to disengage and if both players want to ungrapple, it is
automatic and no roll is required. Otherwise combat rounds continue.
4. ADVANCED/OPTIONAL RULES

SHIP CAPABILITIES
• Corvus: grappling +2, speed -1; If grappled by “Corvus”, only ships with this skill can attempt to ungrapple
• Elite Artillerymen: hit on 4+
• Elite Crew: speed +1
• Elite Marines: kill on 4+
• Harpax: Ships must have a working artillery piece to use this; Grappling +1
• Towers: Each tower on a ship gives a single marine point a 5+ save in a boarding action.
• Rhodian Dip: Roll a D6: on a 1 the attempt fails and the attacker's ram number is adjusted by -1, on a 3–5 it is
successful and the ram number is increased by +1, and on a 6 it is successful and the ram number increased by +2.
• Rhodian Fire Pots: If the bow of a Rhodian galley touches an enemy ship (e.g. during a ram attack), on a 4+ the enemy ship
catches fire and suffers a hull hit. In the Morale Phase at the end of each turn, test to see if the fire goes out (5+ on a D6). If
not, the ship continues to burn and suffers another hull hit. Test each turn until the fire goes out or the ship is destroyed.
• Syracusan Reinforced Bows: A trireme with a Syracusan Reinforced Bow saves on a 5+ when receiving a ram attack from the
front. This modification can only be fitted to a slow trireme.
• Transports: Transports are merchant sailing ships which move in any direction irrespective of the wind. Their movement is
deliberately simplified in these rules as they are merely targets for the war galleys. A quinquereme or larger ship can tow a
transport at half speed.

LEADERS

ADMIRAL
• Must be placed on the flagship/biggest ship in the fleet.
• Initiative: +1; Boarding action rolls: +1; Admiral leads attack: +1 (killed on 4+)
• Squadron may re-roll 1D6 per turn.
• If a flagship is taken by boarding, the admiral (if he is still alive) is captured on a 4+. If the flagship is sunk, a player can
attempt to rescue his admiral by getting a ship to the wreck by the end of the next turn and rolling a 4+.
• The Admiral can always be transferred between adjacent ships.

COMMANDER
• Boarding action rolls: +1
• Commander leads attack: +1 (killed on 4+)
• Squadron may re-roll 1D6 per turn.

HERO
• Hero leads attack: +1 (killed on 4+)

DEBRIS:
• Sunken Ship, treated as underwater obstacle.
• A ship crossing the obstacle hits it on a roll of 4+. The ship stops and suffers one hull damage point.
On a 1–3, the ship completes its move unharmed.

TOWING:
• A captured ship may be towed away by a ship of at least the same size which has lost fewer than half its oar banks, but the
speed of a towing ship is halved. Place the towed ship immediately behind the towing ship to indicate its status.
• The towing ship can, at the start of its operational phase, cast off the towed ship, leaving it floating but stationary, or it may
choose to sink the towed ship at the end of the phase.
• An unoccupied ship may be captured or sunk by the next vessel that comes alongside (i.e. moves into contact).

3. MORALE PHASE
Check morale with 1D6 if:
• Flagship is sunk.
• ¼ the fleet is sunk.
• ½ the fleet is sunk.
• An allied fleet flees.

ACCUMULATIVE MODIFIERS
• Admiral dead or captured: -2
• ½ the ships are destroyed: -2 Fleets that fail morale are removed from play.

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