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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3) You license any derivatives under the same license. 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. 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 This is a scenario for the game Argyle & Crew.trollitc. 2) You attribute correctly (see below). Reinhart for design help and sanity checks. storytelling and role playing Special thanks to Jonathan J. share. anywhere.0 Unported license. What this means is that you are free to copy. credit must be given to Benjamin Gerber and please also provide a link to http://www.Argyle & Crew For players aged 4 – 104 Adventures in the Land of Skcos Creativity. available through DriveThruRPG and Amazon. 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.com 2 jim agee (order #4543887) 1 . 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.

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

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

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

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

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