The beauty of Frostgrave and Ghost Archipelago is that the rules are very simple, quick to pick up, which opens them up to be adapted to various settings, having read through the rules over a number of weeks they did not need to many tweaks to make introduce muskets and pistols to the crews armoury.
In the world the alternative setting of Black Powder Atlantis, Warden's are fewer, but the crews are bolstered by a further 100 gold coins to spend, unless of course you opt for a magic user, Heritors take the form of Officers or Captains.
And so to the first dry run. A simple table and a case of run in and grab the treasure before running off.
The Marines are first on the scene, I used crossbow rules as the standard template, in review I shall be increasing to damage to +4 damage for Muskets and +2 for pistols with the ranges remaining unchanged given the size of the table.
The Pirate crew rush straight up the middle heading for the central treasure. The Marine fire off a volley.
Musket rounds are fired off by both sides, but damage is minimal. So time to close with the Cutlass!
Meanwhile an injured crewman staggers back to the start line only to trigger a Swamp Zombie who stumbles towards the injured crewman.
In the centre of the table an almightly melee is underway. Without the magic users on the table damage is taking a long time to wear down opponents, it could have been poor dice rolls but next outing, I propose to inflict double damage if surrounded by 4 opponents and you have no escape.
The clock ran down before the game could be fought to a conclusion, but with a few tweaks the setting transfers rather well.
So in the next outing I shall be upping the damage for firearms.
Pistol - +2 Damage
Musket +4
Grenade +6 - 2" Burst.
Each figure can gain experience and take wounds rather than just the main two in each faction. Each faction can secure more advanced crewmen by increasing the gold by 100 points if no Warden is in the crew..
To mirror my existing collection of wandering monsters and to keep with the theme, I have adapted the encounter table as follows, more on the particular stats next time.
Random Encounter Table
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First
Die Roll
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1 - 12
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13 -
18
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19 -
20
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Second
Dice Roll
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Level
1 Encounter
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Level
2 Encounter
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Level
3 Encounter
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1
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Tribal Warrior
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Tribal Warrior (2)
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Swamp Zombies (2)
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2
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Werewolf
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Werewolves (2)
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Atlantean Warriors (2)
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3
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Tribal Warrior
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Swamp Zombie
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Swamp Zombie (2)
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4
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Swamp Zombie
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Atlantean Warriors (2)
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Atlantean Warrior
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5
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Tribal Warrior
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Atlantean Warriors (2)
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Atlantean Warriors (2)
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6
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Tribal Warrior
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Tribal Warrior
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Atlantean Warriors (3)
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7
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Atlantean Warrior
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Tribal Warrior
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Swamp Zombies (2)
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8
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Atlantean Warrior
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Werewolf
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Tribal Warrior (2)
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9
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Tribal Hunter
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Atlantean Warrior
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Tribal Warrior (2)
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10
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Tribal Hunter
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Atlantean Warriors (2)
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Swamp Zombie
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11
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Swamp Zombie
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Atlantean Warrior
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Giant Crab
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12
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Atlantean Warrior
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Atlantean Warrior
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Atlantean Warrior
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13
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Tribal Warrior
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Swamp Zombie
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Atlantean Warrior
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14
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Soldier Crab
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Tribal Hunter (2)
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Giant Crab
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15
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Atlantean Warrior
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Swamp Zombie (2)
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Giant Crab
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16
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Atlantean Warrior
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Tribal Warrior
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Soldier Crab
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17
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Swamp Zombie
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Giant Crab
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Soldier Crab
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18
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Tribal Hunter (2)
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Witch & Swamp Zombies (2)
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Giant Crabs (2)
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19
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Werewolf
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Giant Crab
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Witch & Swamp Zombies (4)
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20
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Soldier Crab
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Soldier Crab
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Soldier Crab
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A luxuriant, atmospheric and beautiful table!
ReplyDeleteYou can't go wrong with fish plants... :-)
DeleteCheers
Stu
Great looking game and I love the Swamp Zombie suddenly appearing. From memory Legends of the High Seas had some form of mechanic that increased the number of attacks if completely surrounded.
ReplyDeleteThat's what I thoughts Steve, it certainly made sense it was also a core rule in things like SOBH. A bit of silliness which gets stuff out of the box :-)
DeleteGreat report your table looks fabulous. I am enjoying seeing the Black Scorpion Pirates in game. I wished i'd got some of these when they were metal.
ReplyDelete