Rules for Naval games from the late 16th to early 19th century. Aim: more realistic sailing, but faster play than Wooden Ships & Iron Men. Design: Erik Springelkamp Snelliusstraat 134 9727 JS Groningen The Netherlands Tel. +31-50-5273583 E-mail springel@noord.bart.nl Questions & comments are wellcome. Game components: ---------------- Wooden Ships & Iron Men or Close Action components can be used. You might need some additional markers, althoug the Close Action set would do. If you have a large table, 1:1200 miniatures on enlarged hexpaper is very nice. Rod Langton in England provides a large choice of Napoleontic ships. Also some broken rigging floating in the sea etc. which can be used instead of markers. You need one ship log per ship. Rules organisation: ------------------- First the basic rules are given. The game plays OK with just them. Then there are optional special rules for those who like melee, and some more chrome. BASIC GAME RULES ---------------- SHIP DATA: ---------- Name & type ____________ Crew: ______ _______ _______ | size | morale|quality| |______|_______|_______| Nr of Decks:______ ____ Defensive Value |____| Fire power at distance: _____________________ | 0 | 1 | 2 | 3 | 4 | |___|___|___|___|___| | 5 | 6 | 7 | 8 | 9 | |___|___|___|___|___| Damage: Port: Starboard: |0|1|2|3|4| |0|1|2|3|4| |5|6|7|8|9| |5|6|7|8|9| Rigging (3 sections): | | | | | | | | | | | | | | | | | | | | | | | | _ _ _ Turning Ability: |_|_|_| Speed Table: | FS | ES | SS | NS | -+----+----+----+----+ B| | | | | I| | | | | Q| | | | | F| | | | | D| | | | | -+----+----+----+----+ DESCRIPTION OF THE SHIP DATA: ----------------------------- Ship name & type: self evident. Crew Size: a number representing the crew size as well as their relative melee strength. Crew size is modified by total broadside damage. Crew Morale: a number from 1 to 6. High is good. Crew Quality: a number from 1 to 6 representing the seamanship of the crew. High is good. Number of Decks: 0 to 3(4). Important for boarding. Defensive Value: As each ship has 2x10 damage boxes for broadsides, this number represents the size and quality of the ship. It is subtracted from the incoming firepower. Firepower at distance: Gives the firepower at a distance in hexes. Includes Crew Quality. Range effects depend on gun size and the presence of carronades. Damage to the firing broadside is subtracted from the firepower. Broadside Damage: 2x10 boxes. The first unchecked box gives the damage. (so start checking with the 0 box). If one side has taken 10 damage points, continue checking the other side. Damage to the fully checked side is 10 plus damage to the other side. If all 20 damage boxes are checked, the ship surrenders. (And might sink). Rigging Damage: There are 3 rigging sections with up to 6 damage boxes. Typically they will have 4 boxes per section. Loosing a full section will have effect on allowed sail settings and on turning ability. There is also falling rigging to be cleared. Turning ability: The number of 'turns' a ship may execute in a movement phase. Speed Table: the maximum-minimum speed of a ship with a given sail setting on a given course. If wind force is allowed to change, speed tables also change. Speed tables can be different for different ships (and wind force). Below a shiplog for a Dutch 74 SOL: It has 3 boxes of damage on the port side, and 5 rigging damage. Name & type: 74 SOL Crew: ______ _______ _______ | size | morale|quality| |__51__|____4__|___5___| Nr of Decks: 2 ____ Defensive Value |_47_| Fire power at distance: _____________________ | 1 | 2 | 3 | 4 | 5 | |_74|_70|_67|_65|_61| | 6 | 7 | 8 | 9 | 10| |_56|_54|_50|_46|_40| Damage: Port: Starboard: |x|x|x|3|4| |0|1|2|3|4| |5|6|7|8|9| |5|6|7|8|9| Rigging (3 sections): |x|x|X| |x| |X| | | |X| |x|x|X| | | |X| | | |X| _ _ _ Turning Ability: |x|0|_| Speed Table: | FS | ES | SS | NS | --+----+----+----+----+ B | 2-1 1-0 D D | I | 3-2 2-1 D D | Q | 5-3 3-2 1-1 D | F | 4-3 2-2 1-1 D | D | 4 3 2 1 | --+-------------------+ SEQUENCE OF PLAY: ----------------- Plotting Phase. Both sides plot movement for this turn, and new sail setting for next turn. Movement Phase. Plotted movement is executed. Combat Phase. All ships may fire simultaniously. Damage is recorded. Wind Phase. Drifting ships roll for drift. New sail settings are completed. Various maintanance functions. MOVEMENT: --------- General Remarks: ---------------- Movement plotting might seem a bit complicated. Speed depends on course, possible course depends on speed. And there’s a _minimum_ speed! However, if you don’t think in terms of hex-to-hex movement, but instead in terms of direction, the possible courses will become clear. However, be carefull: a last minute sharp curve might be impossible and you might end up on the beach. Sail Settings: -------------- FS: Full Sail ES: Easy Sail SS: Storm Sail NS: No Sail Changing Sail: Plot in the Plotting Phase, Execute in the Wind Phase. Sail setting may change 1 level per gameturn. Remark: The names fore these sail settings are not necessary the actual used sails. They are a general indication of the amount of sail. Attitude to the Wind: --------------------- H: Heading into the Wind B: By the Wind I: In a Beam Wind Q: Quartering F: Before the Wind Wind (Blowing Down) __ | __ __ __ __ / \_V/ \__/ \__/ \__/ \ \__/ \__/BB\__/QS\__/ \__/ /HB\_ /BS\__/ \__/QB\__/FS\ \__/ \__/ \__/ \__/ \__/ /HS\__/ \__/ \__/ \__/FB\ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ HB,HS: Bow & Stern of ship Heading Into the wind BB,BS: Bow & Stern of ship By the Wind QB,QS: Bow & Stern of ship Quartering FB,FS: Bow & Stern of ship Before the Wind Remark: ‘In a Beam’ wind is not a static attitude to the wind in this game; it is a dynamicly defined course. (see below). Movement: --------- There are 3 Basic Movements: F: Forward (or 1 for 1 forward) S: Starboard (or R for Right) P: Port (or L for Left) __ __ __ __ __ / b\__/ \__/ \__/ \__/ \ \__/ \__/b \__/ b\__/ \__/ /Bs\__/Bs\__/ \__/sB\__/ \ \__/ \__/ \__/ \__/ \__/ /S \__/S \__/ \__/ S\__/ \ \__/ \__/ \__/ \__/ \__/ Forward Port Starboard B,S: Bow & Stern before basic move b,s: Bow & Stern after basic move Each Basic Move takes one Movement Point. Speed: ------ Speed (in MP's) is found by Crossreference of Sail Setting with Attitude to the wind: | FS NS SS NS --+------------------- B | 2-1 1-0 D D By the Wind I | 3-2 2-1 D D In a Beam Wind Q | 5-3 3-2 1-1 D Quartering F | 4-3 2-2 1-1 D Before the Wind --+------------------- D | 4 3 2 1 Drift number (see Drifting) Typical Speed Table for a Ship of the Line in normal breeze. Result is Maximum-Minimum Speed (or Drift only). Ships may not exceed Maximum Speed. Ship must sail at least at Minimum Speed. Attitude for Speed purposes is defined, not by the starting attitude, but by the complete plotted course of a gameturn. B: A ship sails By the Wind, if it moves Forward in Attitude B, at any time during its course. (Or if it uses speed 0 in attitude B). I: A ship sails In a Beam Wind, if it doesn't sail By the wind, and if it turns from attitude B to attitude Q or vice versa, at any time during its course. F: A ship sails Before the Wind if it doesn't sail By the Wind or In a Beam Wind and if it moves Forward in Attitude F, at any time during its course. (Or if it turns from attitude Q to attitude F and immediately turns further to the attitude Q over the other bow). Q: A ship sails with a Quartering Wind if it doesn't sail By the Wind, In a Beam Wind or Before the Wind and if it moves Forward in Attitude Q, if it turns from Attitude Q to Attitude F or vice versa. Example: Ship starts is Attitude Q (Quartering) Wind is blowing down, Ship is under Normal Sail (NS). B,S: Bow & Stern __ __ __ __ __ / \_ / \__/ \__/ \__/ \ \__/ \__/7 \__/ \__/ \__/ / S\_ /4 \__/ \__/ \__/ \ \__/B \__/5 \__/ \__/ \__/ / \__/1 \__/6 \__/ \__/ \ \__/ \__/2 \__/ \__/ \__/ \__/ \__/3 \__/ \__/ If it plots: ‘FFF’ (3xForward) it moves 1,2,3 (3 MP). This is allowed, because only rule Q (Quartering) is applicable (the ship moves forward in attitude Q) and speed for NS is 2-3. Also possible is ‘FF’, it moves 1,2 (2 MP). Not allowed is ‘F’ (1 MP), because speed at course Q should be at least 2. Now look at the plot ‘PS’ (Port,Starboard) i.e. move 4,5 (2 MP). Here rule I (In a Beam Wind) applies, because the ship turns from attitude Q to attitude B, and then from attitude B to attitude Q, both of which are mentioned under rule I. Speed at course I is 1-2, so course ‘PS’ is allowed, as would be course ‘P’ (1 MP). Now, lets look at a plot ‘PSF’ (3 MP) moving 4,5,6. Rule I applies to the first 2 MP’s, Rule Q to the last MP, but rule I overrules rule Q, so speed should be for course I, which makes the plot illegal. If the ship were under Full Sails, this plot ‘PSF’ would be legal, because speed at course I under Full Sail is 2-3. The plotted course ‘P’ would now be illegal, however, because it is too slow. Lets stay with Full Sails (FS) for a moment. After a first movement point of ‘P..’ moving to 4, the ship could now plot ‘PS’ (minimum speed at course I beeing 2) or, it could plot ‘PF’, moving 4,7. This would invoke rule B (By the Wind) by moving forward in attitude B, overruling all other rules. So, the ship would have to stop after moving to hex 7. (speed at course B beeing 1-2 at FS). Below the zones where you can use a certain attitude for speed (wind blowing down). S,B is again Stern and Bow of the ship at start. b: By the wind i: In a beam wind q: Quartering f: Before the wind __ __ __ __ __ __ __ __ / \__/ \__/ \__/ \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ / \_ / \__/b \__/ \__/ \__/ \__/ \__/ \ \__/ \__/b \__/ \__/ \__/b \__/ S\__/ \__/ / \__/b \__/b \__/ S\__/i \__/ \__/ \__/ b\ \__/B \__/i \__/ \__/B \__/i \__/ B\__/ i\__/ / S\__/i \__/i \__/ \__/q \__/ \__/ q\__/ i\ \__/ \__/i \__/ \__/q \__/q \__/ f\__/ q\__/ / \_ /i \__/ \__/f \__/q \__/ \__/ q\__/ q\ \__/ \__/ \__/ \__/f \__/q \__/ f\__/ q\__/ / \__/ \__/ \__/ \__/q \__/ \__/ f\__/ q\ \__/ \__/ \__/ \__/ \__/q \__/ \__/ q\__/ / \__/ \__/ \__/ \__/ \__/ \__/ \__/ \ Turning: -------- One 'Turn' to Starboard consists of S, SP, SPS, or SPSP, etc. One 'Turn' to Port consists of P, PS, PSP, or PSPS, etc. (A sequence SPSP... is in effect a 30 degrees turn to Starboard) So, a single 'Turn' can consist of more than one basic move. __ __ __ __ __ /+ \_ / \__/x \__/ \__/ \ \__/+ \__/x \__/ \__/ \__/ / \_ /x \__/ \__/ \__/ \ \__/B \__/o \__/o \__/ \__/ / S\__/o.\__/o \__/o \__/ \ \__/ \__/ .\__/ \__/ \__/ \__/ \__/ .\__/ \__/ S,B: Stern & Bow of the ship before movement. xxx: Course of the ship moving Forward (FFF Plotted, No Turn) ooo: Course of the ship moving 30 degrees Starboard (SPSPS Plotted, One Turn) ...: Course of the ship moving 60 degrees Starboard (SFF Plotted, One Turn) +++: Course of the ship moving 120 degrees Port (PP Plotted, Two Turns) Turning Ability: ---------------- Is the number of 'Turns' a ship may execute in a movement phase. Guidelines (scenario's may change this): 3: Corvettes, Sloops 2: Frigates 1: 2-Deck Ships of the Line <1: 3-Deck Ships of the Line If the Turning ability dropps below 1, a special rule is invoked: The ship may make 1 turn, but may not go forward after that 1 turn. i.e. SP or FS is allowed, SF is not. This in effect limits the turning angle to 30 degrees. It is not allowed to turn Into the Wind. (Basic Rules) (Exceptions: Tacking with Square Rigged Vessels, and ships with For and Aft Sails. Special rules) Drifting: --------- If a ship has to use D for speed, it drifts. (N.B. speed 0 at attitude By the Wind is not drifting) Drift movement is not executed in the movement phase, but int the wind phase. Roll 1d6 for the vessel. If the Drift number or lower is rolled, the vessel drifts. (see speed table) Otherwise, it remains in place. Wind (Blows down) __ __ | __ __ __ / \_ / \_V/ \__/S \__/ \ \__/B \__/ S\__/ \__/ \__/ /Ss\_ / \__/B \__/Bs\__/ \ \__/ b\__/ s\__/ \__/b \__/ / \__/ \__/b \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ By tW. Quartering. Before tW. A drifting ship turns to Quartering Attitude while drifting (see diagram). If in attitude F, there are two possibilities. Roll for Crew Quality: if succesfull, owner chooses, otherwise the enemy chooses. A group of fouled ships drifts according to the average drift number (you can figure this out). If the group drifts, it is shifted with the wind. Collisions ---------- If during movement execution two ship want to enter the same hax, a collision occurs. Movement is executed simultaniously: all first movementpoints first etc. The following rules decide which ship will enter the contested hex: - the ship that is already there - the ship that is moving forward - the fastest ship - if all is equal, both players roll a die. Highest roll enters the hex. You may add _or_ subtract the crew quality to the roll. After the collision both vessels are drifting and their rigging is fouled. Fouled rigging may be cleared in the maintanance phase, by rolling your crew quality or lower. Each following turn there is a +1 bonus to crew quality for this purpose. FIRE COMBAT ----------- Design note: The fire procedure is designed to be simple, yet realistic. Instead of lots of tables, there are modifiers which must be added and subtracted. It assumes additions and subtractions with two digits (most of which involve 5 or 10) can be done easily. Field of Fire ------------- __ __ __ / \_ / \__/ *\ \__/ \__/ *\__/ / S\_ / *\__/ *\ \__/ *\__/ *\__/ / B\__/ *\__/ *\ \__/ \__/ *\__/ / \__/ \__/ *\ \__/ \__/ \__/ The 60 degrees field of fire (upto 10 hexes). Design note: in a hexbased system, where a ship can only have 6 directions, it makes no sense to use a smaller arc of fire then 60 degrees. Any closer ship in the field of fire blocks fire to a further ship. Exception: An enemy ship doesn't block an other enemy ship that could fire itself at you. (if he can see you, you can see him) Example: because ship 2 can fire at you, you can fire at ship 2. If ship 1 were friendly, you could not fire at ship 2. __ __ __ / \_ / \__/S2\ \__/ \__/ *\__/ / S\_ / *\__/B2\ \__/ *\__/S1\__/ / B\__/ *\__/ *\ \__/ \__/B1\__/ / \__/ \__/ *\ \__/ \__/ \__/ Basic Fire Combat Procedure: ---------------------------- Designate Firer, Target and targettype. Find the firepower for the range. Subtract firers previous damage to the firing broadside. Subtract the defensive value of target. Add the roll of 1d6. Look up in the Damage Table. | 0 10 20 30 40 50 60 70 | ---|-------------------------------|--- 0 | 0 0 1 2 2 8 13 25 | 0 1 | 0 0 1 1 3 6 12 26 | 1 2 | 0 1 0 3 4 7 16 30 | 2 3 | 0 0 1 2 3 7 16 29 | 3 4 | 0 1 1 1 6 9 16 35 | 4 5 | 0 1 1 2 4 8 17 36 | 5 6 | 1 0 2 3 4 11 20 38 | 6 7 | 0 0 1 2 5 10 19 40 | 7 8 | 1 1 1 4 6 11 23 45 | 8 9 | 0 1 1 3 5 11 24 45 | 9 ---|-------------------------------|--- | 0 10 20 30 40 50 60 70 | Colums are tens, rows are ones, so 26 gives 2 damage. Targettype can be Hull or Rigging. Hull may be fired at from 1-5 hexes. Rigging may be fired at from 2+ hexes. If rigging is the targettype, Sail setting has the following effect on incoming firepower: Full Sail +5 Normal Sail 0 Storm Sail -5 No Sail -5 Damage ------ The main damage result is applied to the designated targettype. If Rigging is the targettype, damage to the Hull is found one column to the left of the main damage result. If Hull is the targettype, damage to the Rigging is found one column to the left of the main damage result. One column further to the left, damage to the opposite broadside is found. Damage to the Hull ------------------ Damage to the hull is applied to the broadside closest to the firing vessel. The number of checked damage boxes is subtracted from the firepower of the firing broadside. If one broadside is fully checked (10 boxes), any further damage is checked from the other broadside. Damage to the broadside is now equal to the total damage to both broadsides. If both broadsides are fully checked, the ship strikes the flag. Damage to the Rigging --------------------- Each ship has three rigging sections, each up to 6 damage boxes. Ships of the Line will have 4 boxes per section in general. Small ships will have more boxes then large ships. (Size and strength of the ship is taken care of by Defensive Value. More or less boxes means relatively less or more vulnerable rigging. Most designers seem to think that for larger ships the rigging is relatively faster destroyed. I don’t know whether this is true or not.) For each rigging section destroyed, the ship looses one sail setting, and the turning ability is lowered by one. When the last box of a rigging section is checked, falling rigging obscures the leeward broadside. (Roll a die when attitude is F). Fallen Rigging may be cleared in the maintanance phase, by rolling the crew quality number or lower. There is an +1 bonus to crew quality for this purpose per turn after the first. If a ship fires a broadside trough its own fallen rigging, a fire will start automatically. If a ship is fired at through its fallen rigging, there is a chance that a fire will start: use the same dieroll as for Fire Combat resolution: if the dieroll is larger than the distance of the firing ship in hexes, a fire will start. Fire ---- In the maintanance phase the crew may try to extinguish the fire by rolling their quality number or lower. If they succeed, the fire is extinguished, otherwise the ship takes one rigging and one hull damage and the crew tries again next turn. Rake ---- If the bow or stern of the target ship is pointing approximately at the firing ship, the target is raked. From most hexes inside the arc of fire, there is one ship-direction that qualifies for a rake; on the middle line, two directions qualify. __ __ __ __ __ / \_ / \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \_ / \__/ \__/o \__/ \ \__/ \__/ \__/^o\__/ \__/ / \__/ \__/#^\__/x \__/ \ \__/X \__/@#\__/*x\__/ \__/ / \__/@$\__/+*\__/ \__/ \ \__/X \__/$ \__/+ \__/ \__/ / \_ / \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ All rake positions in the upper half of the arc of fire of ship XX. A rake only has a special effect if distance is 1-4 hexes. Bow rake or target rigging: +5 Stern rake on the hull: +10 (see also stern rake in the special rules) Note on Loading the Guns ------------------------ There is no Loading Phase in this system. Nor is there a choice in ammunition. Loading grapeshot at short distances is calculated into the firepower table, as is the presence of carronades. GRAPPLING, BOARDING AND MELEE ----------------------------- Is not allowed in the basic game. For those who want it there are special rules. SPECIAL RULES ============= STERN RAKE ---------- The really damaging stern rake occurs when the firing ship magages to fire all its guns at close range right throug the stern of the target. The following rule tries to capture this situation in the most accurate way. There is a bonus of +20 to firepower (instead of the +10 from the basic rules) in the following circumstances: The firing ship sailed before and after the last movement point at an angle of 60 degrees (or 60 and 120 degrees, but not parallel) at a distance of 1 or 2 hexes behind the target ship, and the center of the firing ship passed the direct line along the target ship. This rule is an augmentation of the basic rule. (If you really love Stern Rakes, you might consider allowing this kind of stern rake even if the target ship is not in the field of fire of the firing ship at the end of the movement phase, and when the situation occurred at any time during the moving phase. The firing ship would have to anounce the possibility of this shot before the movement execution, and must not have fired its broadside in the preceding gameturn.) GRAPPLING --------- If a ship wants to grapple another ship, it has to form a boarding party in the Plot Phase. A boarding party is visible to other ships, and gives a +5 to incoming firepower. In the Boarding Phase (after the Fire Phase) the party may try to grapple by rolling their Crew Quality number or lower. There is a penalty on the Crew Quality for this purpose equal to the sum of the speeds of both vessels. Remember how much the roll was below the required number. (Example: Crew Quality 4, own speed was 1, target ship was drifting. Needed to roll a 3. Actual roll was a 2. The roll was passed by 1) UNGRAPPLING ----------- After a succesfull grappling attempt, the grappled ship may immediatly try to ungrapple by rolling on the crew quality. If they pass their roll by more than the grappling crew passed it’s modified roll, ships are ungrappled. (To continue the previous example: the grappled ship has crew quality 4. It needs to roll a 1 or 2 to ungrapple). Ungrappling is automatic: -If the Attacker is Repulsed or Captured or decides not to continue the attack and the defender wishes to ungrapple. -If both ships want to ungrapple. MELEE ----- When a ship has grappled another ship, or their rigging is fouled, and a boarding party is ready, at the beginning of a turn, it may board the other ship. The player must plot this in the Plotting Phase. Boarding may not occur in the gameturn of grappling. Melee is executed at the end of the Combat Phase. General Description ------------------- The attacker first has to fight himself on board of the enemy ship. Then he has to overwhelm the enemy crew. Each Game turn there is one round of melee. Morale is a key factor in this process, but casualties modify morale. Melee strength increases each round for the defender, for the attacker only after he establishes a foothold on the enemy ship. Number of decks of a ship is an important factor. The fighting gets bloodier each round as more and more of the crew gets involved. Procedure --------- First both sides inflict casualties on each other. This happens simultaniously. Both roll on the Damage Table, using the following modifiers: For Both sides: Plus Own Crew Size Minus Total Own Broadside Damage Minus Other Crew Size Plus Total Other Broadside Damage Plus 20 Plus 1d6 For the Attacker before he has a foothold: Plus 5 per Deck of the Attacking Ship Minus 10 per Deck of the Defending Ship For the Defender from the first round and for the Attacker after he has a foothold: Plus 5 per round (including the first) Adding and subtracting all numbers, the damage is found on the Damage Table. Damage is recorded as Broadside damage. Owner chooses how to divide damage over Port and Starboard broadsides. Immediately after taking damage both sides take a morale check. Morale of both sides is modified by: Plus Inflicted Damage in this round. Minus Suffered Damage in this round. Roll 1d6: If equal or below the modified morale, you passed, If greater than the modified morale you failed. Result of Morale Checks: ------------------------ When the Attacker is not yet on board: Att. Def. Result Failed Passed Boarding Party Repulsed Failed Failed Boarding Party Repulsed Passed Passed No Effect Passed Failed Attacker on board When the Attacker is on board: Att. Def. Result Failed Passed Boarding Party Surrenders Failed Failed Boarding Party Repulsed Passed Passed No Effect Passed Failed Defending Ship Captured Effects: -------- Repulsed: The Attacking Boarding Party is dissolved. Defender may Ungrapple. No Effect: Attacker may continue attacking next round. He may also choose to break off the attack. Attacker on Board: Boarding Party has a foothold and will start getting stronger. Boarding Party Surrenders: The Attacking Ship suffers damage equal to the Bonus they acquired for beeing on board: 5 in the first round, 10 in the second, etc. Defending Ship Captured: Defenders Surrender. Attacker may form a Prize Crew. Special Cases: -------------- Both sides have have an Attacking Boarding Party: The side with the highest Attack modifier (without the dieroll) becomes the attacker. More than one Attacker: Defender has to split his defense in two. Both melees are fought independently, except that defender uses his 'number of rounds bonus' for all melees. Split your crew according to the following Splitting Table: ---------------- 0 1 2 3 4 5 6 7 8 9 10 50 39 29 24 20 18 16 14 12 11 10 So, you can split for instance into two groups, both with modifier minus 10, or into one group with modifier minus 5 and the other with modifier minus 18. Each round the splitting can be different. Most modifiers (like subtraction of total previously suffered damage and bonus for number of melee turns) are applied to both groups. Attacker beeing Attacked by another ship: The Attacker recalls part of its boarding party using the Splitting Table. If you want to assist a friendly ship under attack: You may board the attacker, forcing it to recall some of its marines. You may attack an enemy boarding party that has acquired a foothold by boarding the friendly ship as an attacker. The enemy boarding party has to split into a attacking and a defending boarding party. You may _not_ enter the friendly ship before is is boarded by the enemy. Effects of boarding parties on Fire Combat: ------------------------------------------- The Firing side suffers a penalty to Firepower equal to the bonus they built for consecutive melee rounds. As Melee is conducted after Fire, defender fires first gameturn of the melee without penalty. A Target ship with an attacking boarding party that has not yet boarded, suffers a +5 penalty to recieving firepower. This penalty is also applicable in the turn the boarding party is formed, before actual melee starts. Prize Crews: ------------ If an enemy ship has been captured, a prize crew may be formed that may sail the captured ship away. Plot the formation of the Prize Crew in the Plot Phase, Ungrapple in the Boarding Phase. Prize crews may only navigate, not fire. The cost for forming the prize crew is calculated as follows: Take the complement in the Splitting Table of the following number: 30 plus Own Crew Size minus Other Crew Size. (Example: a 74 SOL with crew size of 51 captures a Frigate of 32 pieces with crew size 36. 30+51-32=49 This is smaller than 50 and larger than 39, so it takes 1 damage point to form the prize crew. For equal ships it would take 2 damage points. For the Frigate it would take 30+32-51=11->9 damage points to man the 74 SOL.) EXPANDED SEQUENCE OF PLAY: -------------------------- 1. Plotting Phase. Movement for this turn, Sail Setting for next turn, Boarding party formation, Boarding action, Write Signals. 2. Movement Phase. Plotted Movement is executed, Collisions are handled. 3. Fire Combat Phase. All ships may fire simultaniously. Damage is recorded. 4. Boarding Phase. Grappling and Ungrappling. Melee Combat. 5. Wind Phase. Drifting ships roll for drift. Unfouling attempts. New sail settings are completed. __ __ __ __ __ / \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \_ / \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \_ / \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ / \__/ \__/ \__/ \__/ \ LIST OF SHIPS, Napoleontic era ------------------------------ The following numbers do not affect play directly, but were used in a formula to determine game data: Guns: number of guns and main weight per gun (lbs.) Carr: total weight of carronade salvo Hull: an arbitrary number representing hull size. Crew: numer of Crew Game Data: # Firepower at range in hexes (1,2,3...9,10) D Defensive value C Crew size (only important when you allow melee) P A suggestion for the ‘price’ of the ship You can adjust all these numbers in the following way: -Add or subtract from # to represent crew quality in fire combat -Add or subtract from C to represent marines, quality, number etc. The numbers (#,D and C) are chosen such that all sizes of ships can participate in the same setting. When you only include SOL’s, it can be wise to subtract 30 or 40 from all of these numbers when filling your logsheet. This has no game consequence, as only the diffence #-D counts, and your calculations will be a bit easier. England Guns Carr Hull Crew 1 2 3 4 5 6 7 8 9 10 D C P lst Rate 120 22 288 14 900 83 79 75 71 67 62 59 55 50 42 57 58 50 114 22 396 14 870 84 79 75 70 66 61 58 54 49 41 56 57 48 110 22 324 14 840 83 78 74 70 65 60 57 54 48 40 55 57 46 I00 27 0 14 850 80 76 73 7I 67 63 61 58 55 5I 54 57 46 100 24 144 14 840 80 76 73 70 65 6I 58 55 51 45 54 57 43 2nd Rate 98 2I 108 I4 750 78 74 70 67 63 58 54 50 44 34 54 55 39 98 20 I08 14 740 77 73 70 67 62 57 53 49 42 29 54 55 38 90 20 108 I4 730 76 72 68 65 61 55 52 47 41 27 52 55 35 3rd rate 84 24 108 12 750 78 74 70 67 63 58 55 52 48 42 49 55 34 80 24 360 12 710 81 76 71 66 62 57 55 52 47 42 49 54 33 74 24 594 12 640 82 78 72 65 61 56 54 50 46 40 47 53 32 74 21 288 12 635 77 73 68 63 59 54 50 46 40 30 47 53 28 74 21 I08 12 590 74 70 67 63 59 54 50 46 40 30 47 52 27 64 20 192 12 535 74 70 65 61 56 51 47 43 36 23 45 50 23 4th Rate 60 20 108 9 420 71 67 63 60 55 50 46 42 35 22 40 47 19 56 16 216 9 390 71 66 61 55 50 44 39 31 11 0 39 46 I6 50 16 216 9 420 70 65 60 54 49 42 37 29 9 0 38 47 14 Razee 50 24 108 9 470 71 67 63 60 55 51 48 45 41 35 38 48 17 44 21 198 9 300 71 66 61 56 51 46 43 39 33 23 36 42 14 Frigate 50 21 198 9 490 72 67 63 58 53 48 45 41 35 25 38 49 16 5th 44 15 108 6 300 65 60 56 51 46 39 33 23 0 0 30 42 9 40 22 108 6 320 68 63 59 55 51 46 43 39 34 26 29 43 11 38 16 200 6 285 67 62 57 50 45 38 33 25 5 0 28 41 9 36 16 200 6 250 66 62 56 49 44 37 32 24 4 0 27 39 8 36 10 200 6 250 63 58 52 42 35 24 4 0 0 0 27 39 6 32 16 144 6 240 64 59 54 47 42 36 31 23 3 0 25 39 7 32 12 144 6 240 61 56 51 43 37 28 18 0 0 0 25 39 6 6th 28 9 144 6 193 58 53 47 37 29 16 0 0 0 0 23 35 5 26 33 200 6 200 70 65 60 55 51 47 45 43 41 39 22 36 9 24 0 990 6 195 78 72 62 0 0 0 0 0 0 0 21 36 6 24 9 216 6 150 61 56 49 35 27 14 0 0 0 0 21 32 4 20 9 72 6 130 51 46 40 32 24 12 0 0 0 0 19 30 3 Sloop 24 12 144 4 180 59 54 48 39 33 24 14 0 0 0 15 34 4 20 9 108 4 150 54 49 42 32 24 12 0 0 0 0 13 32 2 14 6 72 4 120 46 41 34 21 9 0 0 0 0 0 8 29 1 Brig 18 594 4 120 70 65 55 0 0 0 0 0 0 0 11 29 3 18 12 4 120 44 40 37 35 29 20 10 0 0 0 11 29 2 16 9 4 120 38 34 31 29 21 8 0 0 0 0 10 29 2 14 12 4 120 40 36 33 31 25 16 6 0 0 0 8 29 2 14 24 198 4 150 63 58 51 41 37 32 30 26 22 16 8 32 3 Bomb 12 198 4 60 55 49 39 0 0 0 0 0 0 0 5 19 1 12 244 4 70 58 52 42 0 0 0 0 0 0 0 5 21 1 12 3 3 60 18 14 11 9 0 0 0 0 0 0 1 19 0 4 3 66 3 20 40 34 25 0 0 0 0 0 0 0 14 3 0 Netherl Guns Car Hull Crew 1 2 3 4 5 6 7 8 9 10 D C P 2-deck 74 24 0 12 550 74 70 67 65 61 56 54 50 46 40 47 51 29 68 24 144 12 450 76 72 68 64 60 55 52 49 45 39 46 48 27 2nd Rate 64 20 108 12 450 72 68 64 61 56 51 47 43 36 23 45 48 23 54 22 108 9 360 71 67 63 59 55 50 47 43 38 30 39 44 18 Fregat 44 16 108 6 400 65 61 56 52 47 40 35 27 7 0 30 46 10 3rd rate 40 12 108 6 275 61 57 52 46 40 32 22 0 0 0 29 41 7 36 12 360 6 250 69 64 57 45 39 30 20 0 0 0 27 39 8 32 12 594 6 220 74 69 61 43 37 28 18 0 0 0 25 37 8 26 9 288 6 180 64 59 51 36 28 15 0 0 0 0 22 34 5 24 14 108 6 150 58 54 48 41 36 28 22 8 0 0 21 32 5 Corvet 20 18 192 4 200 63 58 52 42 37 32 27 22 12 0 13 36 4 Brik 20 12 108 4 145 56 51 45 36 30 22 12 0 0 0 13 31 3 France Guns Car Hull Crew 1 2 3 4 5 6 7 8 9 10 D C P 120 3-dec 120 30 240 14 1200 86 82 79 75 72 67 65 63 61 57 57 62 60 80 2-deck 80 28 240 12 840 81 77 72 69 65 60 58 56 53 49 49 57 36 74L 74 28 480 12 780 83 78 73 6B 64 59 57 55 52 48 47 56 34 74C 74 28 162 12 690 79 75 71 6B 64 59 57 55 52 4B 47 54 33 64 64 30 162 12 600 78 74 70 66 63 58 56 54 52 48 45 52 29 50 50 20 480 9 465 77 72 66 57 52 47 44 39 32 19 38 48 17 Fregate 42 21 324 9 400 73 68 63 55 51 45 42 38 32 22 35 46 14 40 40 16 162 6 330 66 62 56 51 45 39 34 26 6 0 29 43 9 36 36 12 162 6 300 63 58 52 45 39 30 20 0 0 0 27 42 7 32 32 14 162 6 275 63 58 53 45 40 33 26 13 0 0 25 41 7 Corvette 20 9 0 4 200 41 37 34 32 24 12 0 0 0 0 13 36 2 Brigantin 18 9 0 4 150 40 36 33 31 23 10 0 0 0 0 11 32 2 Spain Guns Car Hull Crew 1 2 3 4 5 6 7 8 9 10 D C P 136 4-Dec 136 20 0 16 1100 80 77 73 71 G7 61 58 53 47 33 60 61 56 112 3-dec 112 20 0 16 900 78 74 71 69 64 59 55 51 44 31 56 58 43 100 100 22 0 14 800 77 74 70 68 64 59 56 52 47 39 54 56 40 80 2-dek 80 27 408 12 850 82 78 73 68 64 60 57 55 52 47 49 57 36 74L 74 24 408 12 750 80 76 71 65 61 56 54 50 46 40 47 55 31 74 74 20 0 12 700 72 68 65 63 SB 53 49 45 38 25 47 54 26 64 64 20 0 12 600 70 66 63 6t 56 5t 47 43 36 23 45 52 22 40Fregat 40 24 576 6 320 78 73 66 56 52 47 45 42 37 32 29 43 13 40 40 16 0 6 450 60 56 53 51 45 39 34 26 6 0 29 48 8 40 40 15 0 6 280 59 55 52 50 44 37 32 22 0 0 29 41 8 36 36 16 0 6 290 58 54 51 49 44 37 32 24 4 0 27 41 7 34 34 12 0 6 315 53 49 46 44 38 29 19 0 0 0 26 42 6 22Corvet 22 12 0 4 165 47 43 40 38 31 23 13 0 0 0 14 33 3 Privateer Guns Car Hull Crew 1 2 3 4 5 6 7 8 9 10 D C P 32Corvet 32 14 162 6 250 63 58 53 45 40 33 26 13 0 0 25 39 7 32 32 12 0 6 250 52 48 45 43 37 28 18 0 0 0 25 39 5 24 24 9 240 6 260 62 57 49 35 27 14 0 0 0 0 21 40 4 16 16 6 0 4 140 32 28 25 23 11 0 0 0 0 0 10 31 1 Merchant Guns Car Hull Crew 1 2 3 4 5 6 7 8 9 10 D C P 26 India 26 18 252 6 140 67 62 55 46 41 35 31 25 15 0 22 31 7 20 20 18 0 6 100 51 47 44 42 37 32 27 22 12 0 19 26 4 18 Merch 18 12 0 4 50 44 40 37 35 29 20 10 0 0 0 11 16 2 8 8 16 0 4 45 36 33 29 27 22 16 11 3 0 0 0 14 1