Cod Wars

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Cod Wars 

The year is 1976, the height of the Third Cod War. You are a crew of fishermen from the northern fishing town of 
Grimsby. Despite Iceland’s expansion of its territorial waters, Britain still needs it’s fish and chips, and won’t take no for 
an answer. You must take your trawler out into disputed waters and bring back as many fish as you can. But beware, 
the Icelandic Coast Guard are on patrol and will use all methods at their disposal to stop you. 
 
Ship and Crew 
The players should decide on their names and a name for their trawler. They also need to decide on a role from the 
table below, or roll a ​D6​ to be assigned one. Each role has specific skills. 

1 - Skipper:  2 - Able Seaman:  3 - Navigator: 


Piloting  Ropes  Pathfinding 
Commanding  Tools   

4 - Radio Operator:  5 - Engineer:  6 - Guard: 


Communications  Repairs  Makeshift Projectiles 
Jury Rigging  For England! 
Rules 
Your trip is scheduled to take ​4​ days. Each day you have a chance to catch ​2​ loads of fish. The trip is a success if you 
gather at least ​6​ loads. At the start of each day you can roll a ​D6​. If you roll a ​6​, you manage to find yourself an 
especially rich fishing area, and can catch an extra load of fish. If a crew member is a Navigator, you also succeed on a ​5​. 
 
When you reach the fishing area, you deploy your nets and begin fishing. You should then roll a ​D10​ on the below 
encounter table to find out what happens next. There is one encounter per day. Depending on how the encounter goes, 
the ​FM​ ​(Fishing Master)​ should decide how many loads of fish have been gathered, if any at all. 

1​ - A coast guard vessel attempts to cut your fishing net  2​ - A storm hits. 
cables. 

3​ - A coast guard vessel attempts to jam your propeller  4​ - Two coast guard vessels attempt to box you in and 
by feeding rope into it.  escort you away. 

5​ - A coast guard vessel attempts to board your ship and  6​ - A coast guard vessel attempts to ram you. 
arrest the crew. 

7​ - You’ve sprung a leak.  8​ - Pirates try to steal your catch. 

9​ - A Icelandic gunboat is firing at you. Some shots are  10​ - A big catch is threatening to break your nets. 
blanks, some aren’t. 
 
You may also call upon the aid of Royal Navy Frigates. Once per encounter, you can roll a ​D6​ and attempt to radio for 
assistance. On a ​6​ they are nearby and able to assist you. If a crew member is a Radio Operator, you also succeed on a ​5​. 
 
Every time you make an action where the ​FM​ believes the results are not certain, you must roll a ​D6​. On a ​4+​, the 
action succeeds, otherwise it fails. If you have a skill related to the action you are trying to perform, you instead 
succeed on a ​3+​. 

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