Cannon and Cutlass

LEGO gaming, including group role playing games
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The_Fright_Knight
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Cannon and Cutlass

Post by The_Fright_Knight »

This is a Lego Pirate game I made up. I know Pirates are not really part of Castle, but the game includes Vikings, Ninjas (Wokou), and Skeletons, and could easily be adapted for Castle, so I thought it might not be too out of place. I have not actually tested it out, and the rules are dirt simple, but I hope you like...
Cannon and Cutlass: A Lego Pirate Game V2.
Factions
Imperials- Upstanding gents
Pirates- plundering rogues
Armada- treasure lovers
Islanders- primitive warriors
Vikings- northern adventurers
Wokou- noble ninjas
Skeletons- undead pillagers

Imperials:
Leader- Admiral
Port- Port Royal

Pirates:
Leader- Cap'n
Port- Tortuga

Armada:
Leader- Conquistador
Port- Cannonball Cove

Islanders:
Leader- Chief
Port- Wazinoopymunchisalla Hallikanipetilon (Home Port in Islander Language)

Vikings:
Leader- Jarl
Port- angstrom

Wokou:
Leader- Sensei
Port- Oarstroke Bay

Skeletons:
Leader- Captain
Port- Isla De muerta

Health:
Leaders- 50
First Mates- 40
Crewmen- 30
Ships- 100
Boats/canoes- 70
Buildings- 100

Actions-Per-Turn
Each player gets four actions per turn. This could include summoning the Kraken, raising a dead unit, swinging to another ship on a rope, loading cargo, etc. In combat, a player gets five actions, but must use at least four of them for attack or defense.

Cannons and Ballistas:
Cannons are usually used as anti-ship/anti-building weapons. Ballistas are the same but used by Vikings and Islanders and some Skeletons. To attack with an artillery piece, roll a dice. If you get a one, then the cannonball/ballista bolt missed. if you get a number over one, multiply the number by 10. If you intend to fire on a ship's crew, you must say so and which part of the ship you are firing at. and then roll a dice. Any number over two is the attack and any crewmen in the effected area take that amount of damage.

Movement:
Ship- roll a dice, move that number of inches.
land- Roll a dice, move that number of studs.

REpair:
Go to a friendly port or stay in one spot for a while. Each turn will heal one 10 damage, or if you ar at a Port, 20 Damage .

Unique units:
Imperials- Musketeer: Sword does two extra damage

Pirates- Rocketeer: uses powerful rockets

Armada- Missionary: animals will not attack him or any unit within ten studs

Islanders- Shaman: can raise dead units for three turns (they must be lying on an island, not eaten or drowned)

Vikings- Berserker: weapon does three extra damage, five extra health

Wokou- Ninja: cannot be attacked unless it attacks first

Skeletons- Mutant Pirate: regenerates health, can summon the kraken every fifth turn, three times per game. If killed, the Kraken leaves and the Skeletons must capture a new Pirate to mutate into a new Mutant Pirate (which takes two Actions).

Weapons
Hack Weapon- 5. Example: Sword, axe
Crush Weapon- 5. Example: Club, staff
Pierce Weapon- 4. Example: Bow & Arrows, spear
Burn Weapon- 6 (10 against buildings). Example: Torch, Lightsabre

Animals:
Wild animals may attack you. You can also domesticate any animal using one of your actions.

Small Animals
Health- 15
Attack- 4
Examples- Rat, spider, scorpion, bat, parrot, crab

Medium Animals
Health- 20
Attack- 5
Examples- Dog, monkey, cat, polar bear, octopus

Large Animals
Health- 40
Attack- 6
Examples- Dinosaur, crocodile, manta ray, shark, sawfish, dragon

THE KRAKEN
Summoning the Kraken takes 3 Actions and the summoning Skeletons cannot move or attack, and the ship will drift in whatever diection it is facing. The Kraken will stick around for two turns, then get bored and sink into the deep until summoned again. If five or more Skeletons are killed while frozen, the Kraken will become disillusioned and sink back to the deep.
Health- 100
Attack- 8

Feel free to use these rules as you like, but please give me credit. :wink:
Last edited by The_Fright_Knight on Fri Oct 05, 2007 8:27 pm, edited 2 times in total.
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Strider
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Post by Strider »

sounds intresting, a little hard to understand though.
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The_Fright_Knight
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Post by The_Fright_Knight »

Anything I can clarify?
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Shadowviking
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Post by Shadowviking »

I dig it. The only thing I'm not sure about is the unique abilities... they seem way to unbalanced. I mean, a Muskateer gets +2 damage, but a Mutant Pirate gets to summon the Kraken?
I'm definitely going to have to try this out, though. Thanks!
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Post by Strider »

ya thats what i had questions about 2. the unique abilities
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The_Fright_Knight
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Post by The_Fright_Knight »

Hmm... Maybe the Skeletons can't attack is the Kraken is attacking too? That might give the victims a chance to defend themselves...
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Post by Matt BeDar »

or you could have it that the kraken can only be summoned three times per game and only stays around for three turns. That way, the skeletons still have a strong special but can't keep the kraken out for a long time
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Post by HeartOfDarkness »

Also, the list of animals and weapons was a bit long. Maybe you could make some standard equations that can be used to calculate animal and weapon stats.
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Post by Shadowviking »

HeartOfDarkness wrote:Also, the list of animals and weapons was a bit long. Maybe you could make some standard equations that can be used to calculate animal and weapon stats.
That's a good idea! The Kraken mods sound good, too.
Hey Fright Knight, would you mind if I posted a Fry-slayer style battle report when I get around to testing these?
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Post by The_Fright_Knight »

Go ahead, Shadowviking. Like I said, even I haven't tested this, so I would like to know how it goes.
I intended the Kraken to be summoned fo a battle, than to vanish until the Mutant summoned it again. However, it is nearly impossible to beat. I should work on this some more. Maybe I should add some sort of #-actions-per-turn thing.
HeartofDarkness, by 'standard equations', do you mean a Quikwars type thing? Melee does x amount, ranged does x amount, etc.? That would make things a lot simpler...
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Post by Lord Felix »

Add number of actions per turn, and make it so that cannons and ballistic weapons do 2x damage (or more) on the kraken, and arrange it that all skeletons turn to "meditation," that is, they can't attack nor move, but all damage dealt to them has a set deducted (like 10 or something high so not all units can kill them). If more then a set number of skeletons die, there isn't enough "charisma" (or whatever you'd call it... Magic?) to keep the kraken alive, so he dies and cannot be respawned. However, if the skeletons break the meditation by their master, the kraken will still be alive but "sink back to the deep," so removed from play, and cannot be summoned for more then __ turns.

This way, the awesome power of the kraken's defense is lessened, but it is still the most powerful ultimate.

EDIT::
The health to attack strength seems off. I'd put up the attack power or make certain weapons (like torches against buildings/boats) stronger. That way each unit is unique, even if they are all "crewman" or whatever.

Maybe write a short rule book with pictures... That seems like a lot of trouble, but I think you could do it pretty easily.
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Post by HeartOfDarkness »

The_Fright_Knight wrote: HeartofDarkness, by 'standard equations', do you mean a Quikwars type thing? Melee does x amount, ranged does x amount, etc.? That would make things a lot simpler...
Something like that. I was thinking more based on size.
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Post by Strider »

another question: if you kill the skeleton that summoned the kraken does the kraken disappear 2?
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Post by The_Fright_Knight »

I've changed the stats, rules, etc. and edited the first post with them. Weapons are now in four categories, the Kraken is less powerful, animals are in three categories, and everything's health is lowered.
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Post by Shadowviking »

The new rules are great, though the berserker is a bit powerful still... I guess I'm going to have to build some scenery.
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