Friday, 3 April 2020

But one man of her crew alive… solo rules for Galleys & Galleons

 But one man of her crew alive

Being guidelines for running autonomous merchantmen and warships in solo or co-operative games of Galleys & Galleons
  • Activate autonomous vessels in order of their proximity to the player’s vessels – the nearest autonomous vessel attempts to activate first.
  • Autonomous vessels always roll 2d6 to activate, only rolling damaged dice if necessary.
  • Follow the charts provided. Where there are two sets of orders, prioritise 1) with a first available order, moving on to 2) only if a second order available.
  • Autonomous vessels always carry out their orders first, and then make their compulsory movement.
  • Autonomous vessels will sail over shallows, but will never intentionally run aground.
  • Autonomous vessels will never intentionally change their heading if it will leave them In Irons.
  • Bastions will always fire on the nearest target, and/or reload if required.








4 comments:

  1. Thanks. I must give them a try.

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  2. Hi, can you update the picture for solo rules?

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    Replies
    1. Not sure why they disappeared. Should be back now. Thanks for letting me know. :)

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  3. Thank you very much for sharing these rules, sir. I will be stashing them with a view to using them for some sci fi ship gaming :)

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