Darn the Torpedoes!

A guide to naval combat with paper ships
An Argyle & Crew scenario for people aged 12+
The Land of Skcos can be a peaceful, magical place, wonderfully non-combative. That is until several Soppets have issues over the same body of water. Once that happens there’s nothing for it but to knit your brows, construct a magically powered ship and darn the torpedoes! Full speed ahead!

By Benjamin Gerber

jim agee (order #4543887)

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com 2 jim agee (order #4543887) 1 .trollitc. All other artwork is public domain and usable by anyone for any purpose. credit must be given to Benjamin Gerber and please also provide a link to http://www. Exception The following items are not covered under the Creative Commons license: A&C Cover artwork by Khairul Hisham copyright 2011 by Khairul Hisham and cannot be reproduced without permission. and remix the text and artwork within these books and PDFs (with the exceptions noted below) under the following conditions: 1) You do so only for noncommercial purposes. available through DriveThruRPG and Amazon.Argyle & Crew For players aged 4 – 104 Adventures in the Land of Skcos Creativity. 2) You attribute correctly (see below). Created and Written by: Benjamin Gerber Argyle & Crew Artwork: Khairul Hisham Cover Design: Benjamin Gerber This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.com This is a scenario for the game Argyle & Crew.0 Unported license. storytelling and role playing Special thanks to Jonathan J. What this means is that you are free to copy. anywhere. Attribution When reusing/remixing Creative Commons-licensed Land of Skcos material. Reinhart for design help and sanity checks. 3) You license any derivatives under the same license. share.

or you can agree to increase the number of extras each ship has. complex papercraft models or just about anything in between.Introduction What happens when you have a magical land powered by pure imagination. Some examples of magic powers can be: • Flying ship (Can travel vertically as well as horizontally) • Glowing blue ship (glows blue. The Goal Rule the seas! Create your ships out of paper. and what they do. gravy boats or what have you. You must specify at least two Extras for your ship. Add 1 hull point by adding something to the hull to do exactly that. Feel free to also use models. looks exceedingly cool) • Underwater ship (can submerge for one turn. such as armor or fish scales. but will be needed if you’d like to include your Soppets. and a Soppet to pilot your ship. Write that directly on your ship. avoiding being hit) • Giant Telescope (increase the range to hit by 1. 3 jim agee (order #4543887) 1 . folded boats. Each Extra can do one of the following: Add a magical power. Magical powers do not increase hull points or damage points but can add special abilities. depending on the scenario you all agree on. Argyle & Crew is not necessary to use these rules. The Challenges You must construct your ship. a six sided die. They can be flat drawings. populated by living and breathing sock puppets that have a dispute over a large body of water? Magical naval warfare. An Extra is just that. Some scenarios can have multiple ships. with 6 or 7 feet requiring a roll of 6 to hit) • Radar Dish (reduce the roll required to hit by 1) • Electric Fence (+1 to die rolls to repel boarders) If you’d like to add to the list. of course! To do this. all you will need is some paper. a ruler or tape measure. feel free to do so! Just make sure all the players are in agreement before you start constructing your ships. Each ship starts with a Hull of 3 and a Damage of 1. something extra that gives your ship a special ability.

Distance to target 5-6 feet 4-5 feet 3-4 feet 2-3 feet 1-2 feet 0-1 feet Roll to hit 6 5+ 4+ 3+ 2+ 1+ Boarding If you are playing with one ship. If they score a hit. Double the movement rate (per extra added) by adding interesting power sources. or catapults. the player to roll the highest moves last and shoots first. resolve it by having any players who have tied re-roll until all ties are resolved.Add 1 damage point by adding cool and interesting new weapons like lasers. Ships are only able to shoot at each other from six feet distance or closer. and within line of site. they must be within range. Combat Phase Each ship now has the ability to fire on other ships. that ship cannot be fired on. unless your ship is equipped with something that allows it to move faster. In order to fire on any other ship. Each player rolls a six-sided die. the Movement phase and the Combat phase. The player to roll the lowest number moves first and shoots last. Here’s how it works. If you’ve created multiple ships. When a ship’s hull equals 0 or less. If there are more than two players. that ship should have your Soppet aboard as the captain. they inflict 1 point of hull damage (or more depending on extras added). that ship can be fired on as normal. The closer you are to your intended target. The Turn So you’ve created your navy and you’re ready to duke it how. Movement Phase The standard movement is six inches per turn. move in order of the lowest to the highest and shoot in order of the highest to the lowest. If something is large enough to obscure the entire ship. 4 jim agee (order #4543887) 1 . then your Soppet plays the role of the Admiral of the Fleet and gets to have a fancy hat. the more likely you’ll be to hit. that ship is sunk and out of combat. whale tails or other propulsion devices. If at least 2 inches of ship is visible. In the event of a tie. The turn is divided into two phases.

either by unfriendly fire or dogs/toddlers. Then each play positions their ship or fleet no less than three feet from the starting point and no more than six feet from the starting point. If you modify this document by adding new rules. Starting the Game Determine the site of the battle.com. These rules are of course very loose and designed to give players an operational framework on which to base your naval power.Also. cat or toddler). or it can be your living room. Please feel free to send any house rules or rules modifications to me at ben@trollitc. they have successfully boarded the ship and the opponent’s Soppet must spend one full turn swimming to another craft. no one wins. and the attacking ship sustains 1 point of hull damage. dog or other force of nature enter the arena of battle and eat or maim a ship. Obstacles can be natural (the couch. may attempt to board that ship. The confines of the play area should be agreed on before the game starts and ships are constructed. Conclusion The winner is the person who still has ships which have not been destroyed. If the opponent’s ship does contain a Soppet. A draw can be declared if any ten turns go by without anyone able to fire on each other. Soppets may use any applicable extras to add a +1 to their boarding roll. that ship is out of the game. For extended combats. any ship with a Soppet on board. 5 jim agee (order #4543887) 1 . If the boarder gets the higher roll. I’d love to hear what they are. each Soppet must roll a six-sided die. the chair) or constructed (moving shoe boxes into the floor. the boarding action will be successful on a roll of 3 or higher on a six-sided die. In a draw.) They can also be in the nature of titanic natural forces working without the influence of players (the dog. Of the opponent’s Soppet wins the roll. If a giant toddler. the boarding action is not successful. etc. the floor or agreed on surface represents the body of water you are fighting on. which comes within six inches of an opponent’s ship. The Play Area This is where you’ll have your actual battle. try the whole house! Unless you are playing with flying ships. If the opponent’s ship does not contain a Soppet. It can be your dining room table.

Here are a few variants you can try. 6 jim agee (order #4543887) 1 . • Add +1 to any rolls made to hit ships underwater. choose one and designate them as a veteran crew. select one ship in that fleet and award it veteran status. Winning! If you’ve played Darn the Torpedoes and have ended up with a winning ship or winning fleet. Feel free to add your own to the list! The veteran crew: If you are playing with several ships in your navy. That ship gains one additional Extra. Flying ships move the same as floating ships. and you have more than two ships in your fleet.Additional Variants Sometimes the basic rules just aren’t enough. use the same rules as Aerial Combat with the following changes. 18”) or employ your children as ship-holder-uppers. you can take the game to the next level. • Add +1 for any ships underwater to hit any flying ship. • Movement rate under water is ½ standard movement rates. If everyone playing agrees. Combat rules apply for total distance. either keep a small slip of paper with the ship’s current elevation (i. For ease of tracking. however they can choose whether they are moving vertically or horizontally each turn. both horizontal and vertical. Ships that Sink On Purpose: If you’ve given your ship an extra which allows it to travel underwater. Add one additional extra to that ship.e. Aerial Combat: If you should give one or more of your ships an Extra that allows them to fly. select several to be crewed by veterans with varying degrees of additional Extras.