Your nation is a militaristic and expansionist one. As such you should construct great fleets to transport your armies to distant lands or protect your shores. Control of the seas will significantly help you in your conquests of land. Players can build a fleet if they have a coastal region. They must say which sea zone their coastal region is bordering that they want the fleet to be in. It takes a move to build a fleet. The GM will roll to see how well the construction is.
Results of Fleet Construction:
[0]: Beyond Epic Fail – No fleet is constructed and you are unable to build a fleet this turn. -2 prestige.
[1]: Epic Fail – No fleet is constructed and if you attempt to build a fleet again, you’ll get a -1 penalty point. -1 prestige.
[2]: Great Fail – No fleet is constructed.
[3]: Fail – No fleet is constructed, but if you attempt to build a fleet again you’ll get a +1 bonus point.
[4]: Success – A small fleet (3 ships) is built in the sea zone.
[5]: Great Success – A medium fleet (5 ships) is built in the sea zone. +1 bonus point on 1 move
[6]: Epic Success – A large fleet (8 ships) is built in the sea zone. +1 bonus point on 2 moves. +1 prestige.
[7]: Beyond Epic Success – A magnificent fleet (12 ships) is built in the sea zone. +1 bonus point on 3 moves. +2 prestige.
[8]: Divine Success – A monstrous fleet (17 ships) is built in the sea zone. +1 bonus point on 4 moves. +3 prestige.
Navy Size Limits: Your faction can only have so many fleets. How many fleets you can build is determined by how many regions you have –
Up to 10 regions, max of 3 fleets
Up to 20 regions, max of 6 fleets
Up to 30 regions, max of 9 fleets
Up to 40 regions, max of 12 fleets
Up to 50 regions, max of 15 fleets
Up to 60 regions, max of 18 fleets
Up to 70 regions, max of 21 fleets
Up to 80 regions, max of 24 fleets
Up to 90 regions, max of 27 fleets
Up to 100 regions, max of 30 fleets
Up to 150 regions, max of 35 fleets.
This means that at the beginning of the game you can only build up to 3 fleets. When you have more than 10 regions you may build up to 3 more fleets so that you have a total of 6 and so on.
Moving Fleets: It takes a move to sail your fleet between sea zones or attack an enemy fleet in the same sea zone. A player must say or mark on the map which fleet in what sea zone he/she wishes to move to what other sea zone. The GM will roll to see how well the sailing is.
Results of Sailing:
[0]: Beyond Epic Fail – Your fleet does not move from the sea zone and enters a storm. You are unable to sail a fleet this turn.
[1]: Epic Fail – Your fleet does not move from the sea zone and enters a storm. If you attempt to move a fleet again, you’ll get a -1 penalty point.
[2]: Great Fail – Your fleet does not move from the sea zone.
[3]: Fail – Your fleet does not move from the sea zone, but if you attempt to move it again you’ll get a +1 bonus point.
[4]: Success – Your fleet moves to the desired sea zone.
[5]: Great Success – Your fleet moves to the desired sea zone. +1 bonus point to 1 move.
[6]: Epic Success – Your fleet moves to the desired sea zone. +1 bonus point to 2 moves.
[7]: Beyond Epic Success – Your fleet moves to the desired sea zone. +1 bonus point to 3 moves.
[8]: Divine Success – Your fleet moves to the desired sea zone. +1 bonus point to 4 moves.
Storms: If you get a [0] or a [1] whilst moving your fleet, it is in danger of being destroyed by a storm. The GM will roll again to determine whether your fleet survives. If you get a [1], [2], or [3] the ships will all be sunk and the fleet destroyed. But if you get a [4], [5], or [6] the fleet will emerge from the storm unharmed. If a magnificent or monstrous fleet is sunk by the storm, the player of it will lose 1 prestige point.
Transporting Armies: Fleets can transport certain armies based on their size. A player must say which army is boarding which fleet and its ultimate destination. A small fleet can transport a small army. A medium fleet can transport a medium or a small army. A large fleet can transport a large, medium, or a small army. And so on. Militias do not require a fleet in order to attack a region on the other side of a sea zone your faction borders; they have a special “flotilla” function that allows them to attack such regions.
Fleet Stances: Fleets have 2 stances: Patrol, and Anchor. You can switch between these stances freely (it does not take any moves) by simply stating on the game thread what stance you want them in. Example: “Anchor my small fleet in the North Sea”, or “Patrol the Arabian Sea with my magnificent fleet”, etc.
Patrol Stance – Your fleet will patrol the sea zone it's located in. If an enemy fleet tries to land an army on any of your coastal regions in that sea zone, the GM will roll to see if your patrolling fleet will intercept it. A [1], [2], or [3] will be a failure to intercept. A [4], [5], or [6] will be a successful interception and result in a sea battle. Fleets are set to the “Patrol” stance by default as soon as they’re constructed. If a player does NOT want his/her fleets to automatically intercept enemy fleets, they must put their fleet into the “Anchored” stance.
Anchored Stance – An anchored fleet cannot automatically intercept enemy fleets. Damaged fleets regenerate 1 ship per turn while they are in the “Anchored” stance in a sea zone bordering one of your regions. If you want to attack an enemy fleet with an anchored fleet it will take a move that is rolled for.
|