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

Martyn Williams (order #4063935)


com This is a scenario for the game Argyle & Crew. What this means is that you are free to copy. 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.trollitc. All other artwork is public domain and usable by anyone for any purpose. Attribution When reusing/remixing Creative Commons-licensed Land of Skcos material.com 2 Martyn Williams (order #4063935) 8 . 3) You license any derivatives under the same license.Argyle & Crew For players aged 4 – 104 Adventures in the Land of Skcos Creativity. 2) You attribute correctly (see below). Reinhart for design help and sanity checks. 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. share. storytelling and role playing Special thanks to Jonathan J. available through DriveThruRPG and Amazon.0 Unported license. anywhere. credit must be given to Benjamin Gerber and please also provide a link to http://www. 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.

Some examples of magic powers can be: • Flying ship (Can travel vertically as well as horizontally) • Glowing blue ship (glows blue. something extra that gives your ship a special ability. and a Soppet to pilot your ship. of course! To do this.Introduction What happens when you have a magical land powered by pure imagination. The Challenges You must construct your ship. 3 Martyn Williams (order #4063935) 8 . Some scenarios can have multiple ships. a ruler or tape measure. or you can agree to increase the number of extras each ship has. and what they do. such as armor or fish scales. avoiding being hit) • Giant Telescope (increase the range to hit by 1. complex papercraft models or just about anything in between. An Extra is just that. You must specify at least two Extras for your ship. Write that directly on your ship. Add 1 hull point by adding something to the hull to do exactly that. feel free to do so! Just make sure all the players are in agreement before you start constructing your ships. 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. a six sided die. depending on the scenario you all agree on. 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. They can be flat drawings. gravy boats or what have you. folded boats. Argyle & Crew is not necessary to use these rules. but will be needed if you’d like to include your Soppets. The Goal Rule the seas! Create your ships out of paper. looks exceedingly cool) • Underwater ship (can submerge for one turn. all you will need is some paper. Feel free to also use models. populated by living and breathing sock puppets that have a dispute over a large body of water? Magical naval warfare. Each ship starts with a Hull of 3 and a Damage of 1.

Double the movement rate (per extra added) by adding interesting power sources. In the event of a tie. resolve it by having any players who have tied re-roll until all ties are resolved. they must be within range. the player to roll the highest moves last and shoots first. that ship is sunk and out of combat. When a ship’s hull equals 0 or less. unless your ship is equipped with something that allows it to move faster. If you’ve created multiple ships. and within line of site. If they score a hit. that ship should have your Soppet aboard as the captain. the Movement phase and the Combat phase. The Turn So you’ve created your navy and you’re ready to duke it how. If at least 2 inches of ship is visible. The turn is divided into two phases. If something is large enough to obscure the entire ship. that ship cannot be fired on. Movement Phase The standard movement is six inches per turn. The player to roll the lowest number moves first and shoots last. 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. In order to fire on any other ship.Add 1 damage point by adding cool and interesting new weapons like lasers. Here’s how it works. move in order of the lowest to the highest and shoot in order of the highest to the lowest. the more likely you’ll be to hit. 4 Martyn Williams (order #4063935) 8 . that ship can be fired on as normal. The closer you are to your intended target. or catapults. then your Soppet plays the role of the Admiral of the Fleet and gets to have a fancy hat. Ships are only able to shoot at each other from six feet distance or closer. whale tails or other propulsion devices. If there are more than two players. Each player rolls a six-sided die. they inflict 1 point of hull damage (or more depending on extras added). Combat Phase Each ship now has the ability to fire on other ships.

A draw can be declared if any ten turns go by without anyone able to fire on each other. It can be your dining room table. I’d love to hear what they are. which comes within six inches of an opponent’s ship. Starting the Game Determine the site of the battle. In a draw. the boarding action will be successful on a roll of 3 or higher on a six-sided die. may attempt to board that ship. If the opponent’s ship does not contain a Soppet. If you modify this document by adding new rules. The confines of the play area should be agreed on before the game starts and ships are constructed. dog or other force of nature enter the arena of battle and eat or maim a ship.) They can also be in the nature of titanic natural forces working without the influence of players (the dog. For extended combats. and the attacking ship sustains 1 point of hull damage. etc. each Soppet must roll a six-sided die. 5 Martyn Williams (order #4063935) 8 . If the boarder gets the higher roll. try the whole house! Unless you are playing with flying ships. 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. The Play Area This is where you’ll have your actual battle. If the opponent’s ship does contain a Soppet. no one wins. the floor or agreed on surface represents the body of water you are fighting on.com. that ship is out of the game. These rules are of course very loose and designed to give players an operational framework on which to base your naval power. Please feel free to send any house rules or rules modifications to me at ben@trollitc. the chair) or constructed (moving shoe boxes into the floor. cat or toddler). either by unfriendly fire or dogs/toddlers. any ship with a Soppet on board. If a giant toddler. the boarding action is not successful. Soppets may use any applicable extras to add a +1 to their boarding roll. Conclusion The winner is the person who still has ships which have not been destroyed. or it can be your living room. Of the opponent’s Soppet wins the roll. they have successfully boarded the ship and the opponent’s Soppet must spend one full turn swimming to another craft.Also. Obstacles can be natural (the couch.

Combat rules apply for total distance.Additional Variants Sometimes the basic rules just aren’t enough. choose one and designate them as a veteran crew. That ship gains one additional Extra. • Movement rate under water is ½ standard movement rates. 6 Martyn Williams (order #4063935) 8 . Ships that Sink On Purpose: If you’ve given your ship an extra which allows it to travel underwater. Winning! If you’ve played Darn the Torpedoes and have ended up with a winning ship or winning fleet. use the same rules as Aerial Combat with the following changes. 18”) or employ your children as ship-holder-uppers. select one ship in that fleet and award it veteran status. • Add +1 to any rolls made to hit ships underwater. Aerial Combat: If you should give one or more of your ships an Extra that allows them to fly. Add one additional extra to that ship. Feel free to add your own to the list! The veteran crew: If you are playing with several ships in your navy. Flying ships move the same as floating ships. Here are a few variants you can try.e. both horizontal and vertical. and you have more than two ships in your fleet. you can take the game to the next level. • Add +1 for any ships underwater to hit any flying ship. either keep a small slip of paper with the ship’s current elevation (i. however they can choose whether they are moving vertically or horizontally each turn. If everyone playing agrees. select several to be crewed by veterans with varying degrees of additional Extras. For ease of tracking.

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