Commonwealth E20
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Naval Units

Go down

Naval Units Empty Naval Units

Post by TLS Fri Mar 29, 2019 8:26 pm

Naval Units

What the ratings mean:
Speed (roughly how many Knots in good conditions),
Combat: (how many D6 dice it shoots and how many hits it can take)
Endurance (how many seasons it can remain at sea)
Cost (how many points to build)
Maintenance (how much to keep in service each year)
Construction time (how long to build)

Ships

1st Rate battleship (BB1): These ships have 100-120 guns, carry 1,000 men (including 100 marines) and slow, powerful and really tough.  They are also logistics heavy.   Speed 2, Combat 9, Endurance 2, cost 7, maintenance .5, construction time 10 years. Can be used to bombard shore, though combat rating reduced to 3, free fire turn before each turn.

2nd Rate Battleship (BB2): The workhorse of the battleship force.  Carry 80 guns and 800 men (including 75 marines).  Speed 4, Combat 6, Endurance 3, Cost 4, maintenance .25, construction time 6 years. Can be used to bombard shore, though combat rating reduced to 2, one free fire phase before first mutual fire turn

Frigates (FF1): are relatively fast, tough, powerful and expensive.  Each ship carries 40-50 guns, and a crew of 500 (including 50 marines).  These guns are lighter than battleship guns and the ship is not as strongly build.  Speed 5, Combat 4, Endurance 4, Cost 1.5, Maintenance .2, construction time 4 years, Can be used to bombard shore, though combat rating reduced to 1, no free fire turns. Largest ship able to sail on the Great Lakes.

Brigs (BRG): are fast, lightly armed and cheap and remain ideal for patrol and escort duties. These ships typically carry 10-16 guns, have a crew of 100.  Speed 5, combat 1, endurance 4, cost .2, maintenance .05, construction time 6 months, cannot bombard coast. +1 to battles against other BRGs. Only ship able to sail on the Mississippi, up to Cairo, or other large lakes (such as Lake Champlain).

Naval Facilities

Ports: Builds and repairs all ships. No maintenance cost is required. A port can repair any 10 maintenance points of naval unit, and can build 2 points of shipping per year.

Small Shipyard: In order to launch ships on the Mississippi or a large body of water, you need a place to build ships. These cost 2 points to establish and take 6 months (two turns) to build.

Naval Infantry

Marines: Each naval unit has a set number of marines aboard, which I've indicated above. It takes 200 to form a company and 1,000 to form a regiment. Similar stats to infantry company and regiment, except a marine company loses -1 to the dice roll compared to infantry company and -3 to regiments. If a militia unit is shattered, it takes equivalent money for a similar infantry units to replenish the number; until then, the unit loses a hit point to the next battle to represent a ship being undermanned.


Last edited by TLS on Sun Jun 23, 2019 8:42 pm; edited 1 time in total
TLS
TLS
Admin

Posts : 731
Join date : 2017-09-19

https://commonwealthe20.rpg-board.net

Back to top Go down

Naval Units Empty Re: Naval Units

Post by TLS Sun Jun 23, 2019 8:39 pm

Rules Update, 6/23

PatRons have been changed back to single-ship units, the Brig. Each Brig has 100 men and a combat value of 2; cost is now .2 to build, .05 to maintain, and they only take 6 months (two turns) to build. Every existing PatRon can be broken down into 5 Brigs, free of charge, but if that becomes too expensive to maintain feel free to cut down to what you can afford (you'll still come out ahead).

I also delineated which ships can go on the Great Lakes (FF1s and BRGs) and up the Mississippi and on other lakes (BRGs).
TLS
TLS
Admin

Posts : 731
Join date : 2017-09-19

https://commonwealthe20.rpg-board.net

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum