| FIG. 1. - GAME SCALES |
| Feature |
Small |
Medium |
Large |
| 100 Meters |
21mm |
42mm |
84mm |
| 1 Cable |
40mm |
80mm |
160mm |
| 1 Nautical Mile |
40cm |
80cm |
1.6m |
| Each Turn |
2 Minutes |
2 Minutes |
2 Minutes |
| Each model |
1 Ship |
1 Ship |
1 Ship |
| Ground Scale |
1/4800 |
1/2400 |
1/1200 |
« 1.1 Game
Scales Admiralty was designed primarily for use with 1/2400 scale
naval miniatures, although any scale can be used. The medium scale format shown
in Figure 1 is the default scale discussed throughout the rules, and may be
used with either 1/1200 or 1/2400 scale miniatures. The small scale format may
be used with either 1/2400 or smaller and the large scale format is meant
primarily for 1/1200 scale and larger. Both the small and large scales will
require corresponding adjustments to default game distances covered in the text
and charts.
 Fig. 2 - Beginner's Wind Compass
showing the four wind directions. Front and back zones are 90° arcs and the
broadside zones are 45° arcs. |
« 1.2 Ship
Bases The mounting of naval miniatures on bases for game play is
optional. However it is recommended since it allows easier handling and it also
allows some reference marks to be applied directly to the bases. For players
who do use bases, the recommended size for standard 1/2400 scale
ships-of-the-line is 25mm x 50mm, with the ship mounted lengthwise on the base.
For purposes of game play and rules discussion, the terms model,
ship and base are used interchangeably throughout the text. In
all cases the reference is a general one meant to encompass whatever model and
mounting format being used by the players. Every base (or ship model) is
considered to have a single imaginary centerpoint which will be occasionally
referred to.
Wind Compass - Each base may be marked with
guidelines that show the wind direction compass used to control the ship's
speed during game play. Figure 2 shows the outline of the beginner's wind
compass and the four main game zones that compose it. At the beginning of each
ship's movement phase, the orientation of the base is compared to the wind
direction for the game. If the wind is coming from direction 1, it is directly
behind the ship and therefore pushing it directly ahead. If the wind is coming
from either of the two direction 2 sectors, the wind is still coming from
behind the ship, but slightly off to one side. This is the most favorable wind
position because it gives the greatest speed. If the wind is coming from either
of the two direction 3 sectors, it is coming from a little bit ahead of the
ship but still gives enough of a push to allow the ship to keep moving. This is
the least favorable of the winds that allow the ship to move. Wind coming from
direction 4 is coming from ahead and does not allow the ship to move at all.
Players should avoid pointing their ships into the wind unless they really know
what they are doing. See Section 2 :
Movement for more about moving and ship's speeds.
The wind compass
is always centered on the base (or the model). Two types of wind compass
graphics are provided for game play, one is a basic version for beginners, and
the other is a more sophisticated version for experienced fighting sail gamers.
Both can be printed out and mounted for use.
 Fig. 3 - Rake Zones (shaded in
blue). |
Rake Zones - Another feature which is not physically
marked on the base is the rake zone. The rake zone is an invisible
boundary area off the front and rear of a ship which defines when an enemy
vessels receives a rake bonus for cannon fire. As a general rule, a ship should
avoid letting enemy ships sail within its rake zone. The rake zone runs
diagonally across the corners of a ship's base, forming a roughly 55°
arc.
Measuring Distances - When measuring distances for
movement, players will always measure from the front edge of a ship's base, or
from the front edge of the model. When measuring for checking cannon fire
ranges, players measure from the side of their ship model to the closest
portion of the targeted enemy ship. For purposes of weapon ranging, the ship's
bases are not considered.
« 1.3
Equipment Naval wargaming is more technically demanding than some
other forms of miniature wargaming, and a few extra tools are used for game
play. The standard gaming equipment of tape measures, six-sided dice,
calculator and pens/pencils will be needed. Beginning players should remember
that two dice are called "dice" but that one is only called a "die." Players
will also need to download the Admiralty combat chart, ship log and turning
circles. Players using unmounted models or sea bases may want to use the
additional wind compasses that come with the turning circles. Cutting out the
turning circles and mounting them on thin cardboard will give them extra
strength. A clipboard is also valuable for writing on the ship logs.
Combat Charts - There is a front and back side to the
combat chart. Both sides are needed for game play, so players should make sure
to print out both of them. For related overviews of each section of the chart,
see More About Combat Charts [LINK NOT
ACTIVE YET], which includes step by step illustrations and outlines.
Ship Logs: Each vessel used in combat will need to
have an entry in one of the ship logs. These entries are used to track events
on board each of the ships. The information shown in the Ship Values listings
on the Admiralty home page should cover everything needed to fill out the ship
logs for those vessels. For more detailed explanations, see
More About Ship Logs [LINK NOT ACTIVE YET].
| TURN SEQUENCE |
- 1) Movement
- a) Roll for active M hits
b) Roll for fire
danger (next to inferno) c) Downwind player move d) Upwind player
move
- 2) Command 1
- a) Mobilize boarding parties
b) Send
signals
- 3) Firing
- a) Roll for active I hits
- b) Roll for active F hits
- c) Conduct cannon fire
- d) Roll for fire danger (normal/full sail)
- 4) Command 2
- a) Change speed setting (set sail)
b) Check for
surrender
- 5) Boarding
- 6) Repair
|
« 1.4 Turn
Sequence Once all players have gone through the set-up page, placed
their ships and arranged their formations, game play is ready to begin. Each
turn is split into phases, and some phases are split into steps. At right is an
outline of the turn sequence and its basic steps. Below are more detailed
outlines of each phase.
- Movement
- a) Roll for active M hits The first step in each
movement phase is to roll on the critical hit table for all Mast hits.
Commanding players roll for their own ships and immediately apply all results
before proceeding.
- b) Roll for fire danger Roll Fire Danger checks
for any ships which are currently within 10mm of any other vessels which have
active Infernos burning on board.
- c) Downwind player move The player which has
ships furthest downwind (in the lee position) moves first. In most cases this
will be fairly obvious. In closer cases, the initial definition of "furthest
downwind" can be used for a tie breaker.
- d) Upwind player move The player which does not
have ships furthest downwind moves second. In both cases, a player must move
all of his ships which have available movement. The only way to normally stop a
ship in this game (outside of destroying its rigging) is to cut its sails to
the stop position and anchor.
- Command 1
- a) Mobilize Boarding Parties Both players
declare and record all boarding dice additions and the resulting gun dice
losses.
- b) Send signals Both players may attempt to send
maneuver signals and basic instructions to other players.
- Firing
- a) Roll for active I hits The first step in each
firing phase is to roll on the critical hit table for all active Infernos.
Commanding players roll for their own ships and immediately apply all results
before proceeding.
- b) Roll for active F hits Roll on the critical
hit table for all active Fires. Commanding players roll for their own ships and
immediately apply all results before proceeding.
- c) Conduct cannon fire All cannon fire is
considered simultaneous. Players may fire any of their ships which can bear on
targets. See Section 4 : Firing for more about
conducting cannon fire.
- d) Roll for fire danger Roll Fire Danger checks
for any ships which fired their guns while a) Unrepaired B hits existed on the
same side of the ship, b) speed was set to normal or full. All results are
immediately added to the respective vessel's critical hit boxes.
- Command 2
- a) Change speed setting Both players attempt to
change the speed settings for their ships.
b) Check for Surrender
Ships which are immobilized and without guns must check proximity of friendly
and enemy vessels to see if they surrender.
- Boarding
- Repair
« 1.5
Glossary The rules text has been kept as plain as possible for those
unfamiliar with naval terminology. Some words are in such broad usage however,
that they are inevitably used. Below is a short list of definitions for those
that would likely show up.
Bow The front end of a ship Broadside
When all the guns on one side of a ship fire. Hull The main
body of a ship, built out of heavy wooden timbers. Lee Downwind. The
lee side of a ship is that which is downwind, and a fleet in a lee
position is downwind from their enemy. Port The left side of a
ship Rake Firing down the length of a ship from a position off of its
bow or stern. Very nasty. Rigging The part of a ship which supports
and operates the sails. Starboard The right side of a ship Stern
The back end of a ship Weather Upwind. Opposite of lee, the
weather side of a ship is that which is facing into the wind. A fleet in a
weather position is upwind from their enemy.
« 2.0
Movement Ship models are moved on flat, open surfaces without use of
square or hexagonal grids. All movement is conducted in millimeters and
available speed is controlled by several factors including ship type, wind
direction and speed setting (sail selection). According to these factors, each
ship is allotted a specific movement to be made for the turn. Commanding
players may move their ships in any direction of their choosing, including
those directions which are not advisable. The rules do not prevent players from
making mistakes, and so a bit of practice may be needed in order to help
players make the best movement decisions. Players should keep in mind that
naval battles of this time were decided in part by the side which made the
least number of maneuver errors. Admiralty tries to reflect this
reality.
« 2.1 Moving
Straight A ship is moved by first referring to its log and confirming
its basic speed value, which is the number in the Speed box that matches the
current wind direction. This number will be one of three that was recorded at
the time the ship log was filled out. For reference, there is also a Speed
table on the combat chart that gives the same information based on ship's speed
type and wind direction.
The basic speed value may sometimes be
modified by the current speed setting and wind intensity modifiers. Use of
alternate speed settings also called sail settings allows the
basic speed value to be changed. The five available settings are: Stop, Slow,
Battle, Normal and Full. The three wind intensities are Weak, Normal and Brisk.
See Modifiers below for more about these speed modifiers. The basic speed value
may also be modified by the number of Sail Hits a ship has suffered. As a ship
suffers sail hits, it's "100" value is lowered, reducing the basic speed value
by the same percentage. See section 4.4
for more about Sail Hit effects.
Once the modified speed for a ship is
confirmed, it must be moved that distance in millimeters. It may not move more
or less than that amount. If a vessel or obstacle is in the path of the moving
ship, the ship must turn to prevent a collision. This method of moving requires
players to pay attention to their speed settings (I.E. - Their sail settings).
If ships to the front slow down, a prompt reduction of the speed setting for
the next turn is advised. By the same token, if a gap opens between two ships,
the rearmost should consider adjusting its sail setting for a turn to reduce
the gap.
Move Example 1: A ship of the line with a speed
type of Heavy Slow is moving with the wind directly behind it (from direction
1). A quick check of that ship's log shows its basic speed with that wind
direction to be 70mm. However, the ship has suffered ten S hits, which has
reduced its Sail Hits number to 90. This means the ship can only move 90% of
70mm that turn, which is 63mm.
Move Example 2: A ship of the line with a
speed type of Heavy Fast is moving with the wind coming from direction 3. This
gives the ship a basic speed of 40mm. However, instead of using its usual
battle speed, the ship is using the Full Sail speed setting, which will double
its movement to 80mm for the turn.

Fig. 1 Turning Circles To turn a ship, place
the flat zero position of the turning circle against the center of the ship's
side. Then, moving the edge of the ship's base along the outer edge of the
circle, count off the speed consumption, which is marked along the edge of the
circle. The model shown has just used 30mm of it's movement to make a turn to
starboard. |
« 2.2
Turning Players wanting to move their ships in any path but a
straight line must use a turning circle. A turning circle lays out the
average turn a ship will make, while also showing the rate at which available
movement is consumed during the turn. Players may not pre-measure, re-measure
or otherwise "take back" any turns they conduct or even begin to conduct with
their ships. Once a turning circle is laid down and a player begins moving his
ship along the circle edge, he must complete the maneuver. If a player begins
making a turn and realizes that the ship's alignment is not correct in relation
to the other ships ahead or behind (usually because of starting the turn too
early or too late) nothing can be done about it at that point. The imperfect
move must be completed and any resulting errors in alignment resolved on later
movement turns. Note that turning a ship will dramatically change the direction
of the wind in relation to the sails, which will have a corresponding effect on
available movement for the next turn.
Turning Downwind - The
naval term for turning downwind is wearing. This is when a ship moves so
that its bow turns away from the wind. Turning downwind is the safest and
easiest way to turn, and is often the only option available for ships slowed
down by rigging damage.
Turning Upwind - The naval term for turning upwind is
tacking. Tacking has advantages over wearing, mainly because it takes
less time to resume movement in the same direction as before. However, if a
ship makes a mistake while tacking, it can end up stuck motionless with its bow
pointing into the wind a very bad way to be when there are enemy ships
loitering in the area. So a ship never turns upwind and stays that way on
purpose. Its goal is to get up some speed and suddenly whip around as quickly
as possible so that it ends its turn with the wind on the other side of the
ship. If that isn't possible, players may consult the Turning Upwind column on
the Movement table. If a ship ended its previous movement phase in the middle
of a turn into the wind, it may roll one six-sided die on the Turning Upwind
column. The crew grade of the vessel will decide the die roll range, and any
die roll value equal to or higher than the number shown allows the ship a 10mm
move on the turning circle. This essentially allows any vessel with the minimum
requirement for tacking to finish its turn, even if that takes several game
turns to complete. Players should note that different ships and crews will show
varying abilities to tack upwind. Ships with poorer quality crews will find
that turning downwind is best unless they don't mind spending a long time
tacking and running other risks.
Minimum requirement for turning upwind
is 50mm of total available movement and no more than one mast hit (resolved or
active). Ships which begin their movement with less than 50 mm of modified
movement and/or two or more masts hits may not turn upwind.
Sail Settings
The sail
setting in the game broadly corresponds to sail setting used in real life. Slow
sail corresponds to ships with only reefed topsails and jibs. Battle sail is
for ships with topsails and gallants. Normal sail corresponds to ships with all
of their normal square sails set, and Full sail means they have out everything,
including studding sails and stay sails in an attempt to catch every last
breath of wind for movement. Ships under normal and full sail are more subject
to rigging damage because of the stress imposed by the increased loads and wind
pressure. Masts under full sail are enduring a tremendous amount of stress and
can fail if even slightly damaged. |
« 2.3 Changing
Speed A ship may not change its speed during the movement phase. It
may change its speed for the following turn by changing its sail setting during
the second Command Phase. See section 3.1 for
more information.
« 2.4 Speed
Modifiers All movement modifiers are multiples and divisors, and it
does not matter which order they are applied. The same number will result no
matter which modifiers are applied first. Note that the Speed table also
include modifiers according to current number of Sail hits. A ship may
only have one sail setting at any one time.
Brisk Wind Add 20% to the basic
movement if the current wind intensity is brisk (as opposed to normal or
weak). Weak Wind Subtract 20% from the basic movement if the
current wind intensity is weak (as opposed to normal or brisk). Slow
Sail Halve the adjusted basic movement if the sail setting from last
turn's command phase is Slow. Battle Sail Leave the adjusted
basic movement unchanged if the sail setting from last turn's command phase is
Battle Sail. Normal Sail Add fifty percent to the adjusted
basic movement if the sail setting from last turn's command phase is Normal
Sail. Full Sail Double the adjusted basic movement if the sail
setting from last turn's command phase is Full Sail.
Sail Hits
The sail hits modifier appears on the ship log instead of the speed
table. If the number shows as less than 100 (IE - Less than 100% of rigging is
intact) multiply the basic speed by that amount. See section
4.4 for more about sail hit
effects.
« 2.5
Collisions If a ship moves within 10mm of another vessel during its
movement, both must roll on the Collision table to check for hits and damage.
Begin by establishing whether the combined courses of the two ships are
Collision or Other, and at what point the affected areas of the
ships are most in danger of colliding. Each player then rolls one six sided die
and modifies the roll result with all applicable modifiers. Cross index the
modified number with the portion of the ship most affected bow, side or
stern and apply the results shown.
The collision check should
always be made at: (a) The point during the active ship's entire
movement that it comes closest to the other vessel, or (b) The point
during the active ship's movement that both vessels are at maximum
engagement. In either case, the collision check will often not occur at the
moment the ships approach within 10mm, but the moment at which they are most in
danger of collision and fouling for the entire course of that move. This last
item is an important one, as many vessels should be allowed to "come alongside"
other ships before checking for collisions if such a maneuver is their
intent rather than checking for collision and locking at the very first
moment they approach within 10mm.
Combined Courses There
are two basic categories of courses: collision and other. A collision course is
one in which the ships are clearly in danger of striking each other or becoming
locked due to fouling. Other courses are usually when ships are travelling
parallel to each other or passing one another. The combat chart includes a
basic outline of Collision Course figures showing the general intent of the two
main categories.
Affected Areas Deciding the affected
portion of a ship will usually be easy. If two vessels have come alongside each
other, then each will use the side column. If a vessel is being passed astern,
it will use the stern column while the ship passing it will use the side
column. If a vessel is headed straight for the side of another ship, it will
use the bow column while the other vessel uses the side column.
As
noted above, players should keep in mind the portions of the ship most at risk
at the mostly like point of collision. For example, if two ships are passing
each other in opposite directions (collision course) and their sides are
parallel to each other, they would check for collision when they are fully
abreast of each other (the point of maximum engagement) not at the moment their
bows come within 10mm.
« 2.6 Special
Rules Rotating at Anchor Any ship which is anchored may
attempt to rotate in place by rolling one six-sided die and then consulting the
Special Moves table on the combat chart. If the roll result is equal to or
higher than the number shown, the ship may rotate 10mm in place. The ship's
centerpoint must remain stationary.
Fine Tuning Sails
Crews of C grade or better may vary their actual speed used during movement by
scoring a die roll result equal to or higher than the number shown in the Tune
Speed column in the Special Moves table. Speed tuning may be attempted at any
time during the movement of a particular ship, but not before. Players may not
"go down the line" and roll for fine tuning of multiple ships before moving
them.
« 2.7 Advanced
Movement Rules Advanced rules are not required for general game play,
and they may slow the game down. But experienced players already familiar with
the rules may enjoy these ideas and the historical feel they help to
create.
Sails Aback If any vessel with normal or full sail
moving under wind direction 1 or 2 turns into wind direction 3 or 4, its
movement for the turn is immediately halved. This represents the
braking action of the sails when they go "aback" and slow the ship. For
example, a ship which began its move with 160mm of movement would be reduced to
80mm, and if it had already consumed 70mm of movement making the turn, it would
have only 10mm of movement remaining.
A second optional step to the
sails aback rule, is that any vessel under full sail conducting the above
movement must immediately roll once on the Mast Hit table for rigging damage,
and must also roll immediately for each existing Mast hit.
« 3.0
Command During the command phase, commanding players may attempt to
execute a range of standing orders and settings. Unless otherwise stated, these
actions may only take place or be ordered during this phase.
« 3.1 Changing
Speed Ships may attempt to change their current speed setting during
the first step of the Command phase. To do so the commanding player refers to
the Change Speed column of the Movement table and cross indexes it with the
matching Crew Grade line. If the value rolled on one unmodified six-sided die
lies within the corresponding range shown on the table, the ship may change its
speed (sail) setting to any other of the types: Stop, Slow, Battle, Normal or
Full.
Stopped Used in preparation for
anchoring. In advanced rules stopped ships which don't anchor may drift.
Slow Sail A slow speed commonly used for maneuvering, especially
in congested areas. Battle Sail Standard for combat. Gives
some speed while preventing excessive stress to rigging. Normal Sail
Standard non-combat, full rigged movement. Vulnerable to damage in
combat. Full Sail Used to gain maximum speed, also vulnerable
to combat damage.
« 3.2
Signals Because Admiralty re-creates the core combat environment of a
naval battle, the ability to send signals and messages to other players and
their ships has been severely limited. As a rule, once a battle started the
ability to send signals which was an imperfect process to begin with
became almost impossible. For game play, messages are not sent from one
player to another. Instead, a player posts a message on his flagship's ship
log, and other players must pass a die roll test to be allowed to read it. A
failed die roll indicates that player either did not see the message, or saw
the signal flags and could not read them.
To post a signal, a player
writes a five or ten word message on the adhesive side of a small "post it"
style message tablet. The message may not be shown to other players and must be
either one through five words long, or six through ten words long. A number
counts as a word, and run-on words and word/number combinations are not
allowed. If a commander manages to artfully avoid the obvious intent of these
rules, his fellow players should feel free to place a syllable limit on each
message. Once a message is completed, it is pasted to that signalling vessel's
ship log. Most players post it onto the back of the log page to keep it out of
the way.
To read another ship's signal, a player consults the Signals
table on the combat chart. Cross reference the message length with the line of
sight condition to establish the modified die roll needed in order to read the
message. Modify the die roll value using the die roll modifiers which are
defined below.
The player attempting to read another commander's
signalling is referred to as the reading commander. The player issuing a
signal is referred to as the signalling commander. A clear line of sight
must pass from the centerpoint of the reading ship to the centerpoint of the
signalling ship without any other ships or landmasses intervening.
Signal Roll Modifiers: Each in
combat A player suffers a minus one to his reading roll if
his own ship is currently in combat and an additional minus one if the
signalling ship is in combat. Combat in this case is defined as firing or being
fired upon. So if the signalling ship is in combat but the reading ship is not,
the reading player will suffer a minus one. If both are in combat, the reading
ship will suffer a minus two. Each 20 S hits Subtract one
point from the reading die roll for each 20 S hits that have been suffered
by the signalling ship.
« 3.3 Mobilize
Boarding Parties A player may add to the number of boarding dice
which can be used during the Boarding phase by temporarily deactivating gun
dice. One boarding die is gained for each five gun dice that are deactivated.
Do not cross out mobilized gun dice values. Instead, mark an MG at the bottom
of the Gun Dice box, followed by the number of gun dice deactivated. Because
gun crews are mobilized in groups of five, the MG values should read MG5, MG10,
etc. Their function is identical to the B hits, which temporarily suppress gun
dice until repaired. In this case, the gun dice remain suppressed while the
boarding dice are being used. If boarding dice are lost during the boarding
action (due to lost rounds) the gun dice may be permanently lost and are then
crossed out, with those contributed by the suppressed gun dice being considered
last to be lost. Note that the number of mobilized gun crews (and hence the
dice they contribute) may shrink in following turns as the ship suffers gun
hits.
« 3.4
Surrendering Any ship which has become immobile with all of its gun
knocked out may end up surrendering if enemy ships are too close, especially if
friendly ships are too far away. If during the Post and Read Signals step of
the game, any ship is immobilized with all guns destroyed, consult the
Surrender table on the combat chart. Start on the line matching the crew grade
of the ship and check if enemy ships are within the distance noted at far
right, in the proximity column. This distance is the Enemy Proximity. If any
enemy ships are within that distance, check to see if all friendly ships are
equal to or further away than the distance shown on the left side of the
proximity column. If no friendly ships are in the vicinity, the ship in
question will surrender.
Example: A disabled, immobilized ship with a crew
grade of C has at least one enemy ship within 25mm. All friendly ships are 70mm
away or further, and so the disabled ship will surrender. If any friendly ships
were within 70mm, the ship in question would not surrender. If friendly ships
were all more than 70mm away and all enemy ships were more than 30mm away, the
ship also would not surrender.
« 3.5 Advanced
Signalling Rules Advanced rules are not required for general game
play, and they may slow game play. But experienced players already familiar
with the rules may enjoy these ideas and the historical feel they help to
create.
Repeating Frigates Any frigates within line of
sight of a fleet's flagship will immediately post a copy of the
flagship's message into their own ship logs. This is done merely by posting
additional notes to the frigate logs with the flagship's name on it it
is not necessary to write new copies of the original message. Other fleet
commanders who can see the frigate more easily than the fleet flagship, may use
the more favorable signal table conditions to read the original message via
their line of sight conditions with the frigate. Repeating frigates may not be
firing at enemy ships while acting in this capacity, and they may not be within
20cm of any enemy vessels.
« 4.0 Cannon Fire
Sequence A ship's guns are fired by declaring an enemy ship within
that vessel's arc-of-fire as a target (see 4.2 Targeting below). Cannon fire is
then conducted by rolling a number of six-sided dice based on the gun
dice numbers shown on the ship log. The gun dice numbers correspond to the
number of light, medium and heavy cannons available on each side of the vessel.
Note that within a gun dice sequence, each digit is treated individually. For
example, a gun dice value of 609 is not six-hundred and nine, it is
six, zero and nine, indicating that vessel has six light
guns, no medium guns and nine heavy guns available for use on each side. In
some cases the last heavy value is followed by a fourth number which reflects
the number of heavy carronade guns which may be added to the last heavy gun
value at close range. Otherwise, all cannons may be fired at all three of the
available gun ranges.
Now choose one of the gun types to fire. Most
players start with their heaviest guns and work down. Whatever size is chosen,
the initial number of gun dice for that size may be modified by the Dice
Modifiers in the Gun Dice table. The modifiers change the number of gun dice to
be thrown. In the same Gun Dice table, check for the hit roll values, which are
the numbers that actually have to be rolled on each gun die for a hit to have
occurred.
Next, begin at the Start Line on the Hit Table and modify it
up or down according to the Line Modifiers if any apply. The maximum
cannon fire line is +2 and the minimum is -2. A certain portion of the dice to
be rolled will apply to the Hull Target column, and the remainder will apply to
the Rigging Target column. See Targeting below for more information about the
the numbers of dice that can be used for the two target types.
Once the
gun dice and fire table are established, the dice are rolled. All hit results
cause the corresponding sets of damage hits shown for that line and
target type. Hull targeted dice only inflict damage hits shown in the
Hull Target column and rigging targeted dice only inflict damage shown in the
Rigging Target column. Record the resulting hits if any on the
ship log and proceed to the next gun size.
General Fire Rules
Different ships firing onto the same target with identical modifiers may
group their dice into one roll. Each set of guns or "battery" may only
fire once each turn. All fire conducted during a turn is considered to
be simultaneous. Damage inflicted during the course of the Cannon Fire step
only becomes effective at the end of the step when all ships have had their
opportunity to fire. Passing fire effects also become active at this time (see
Passing Fire below). All gun hit fractions are rounded down.
Multiple 6 Results If during the course of
rolling his gun dice a player rolls more than one natural six, each extra six
rolled will immediately result in a CR hit and a corresponding roll for
additional damage on the CR line of the Critical Hit table. For example, if a
player rolls nine gun dice and the results are 2,2,3,4,4,5,6,6,6, the player is
considered to have rolled two "extra" sixes and inflicts two CR hits on the
enemy ship in addition to any other damage suffered. Note that CR hits are
modified by the gun size which inflicted the original damage.
Firing Example 1: A 100-gun ship of the line
with a B grade crew and a gun dice profile of 609 is going to fire her nine
heavy guns at a target that is 40mm away under full sail. Because this is in
the close range bracket, there are no reductions due to range, and her B rating
allows die rolls of 5 or 6 to score hits at close range. Because the heavy guns
are being fired at a target that has full sails, the hull targeted dice used
the +1 line and the rigging targeted dice use the +2 line of the Hit Table. If
the target ship were under battle sails, all dice would use the +1 line on the
Hit Table.
Firing Example 2: A 74-gun ship of the line with an F
grade crew and a gun dice profile of 022 is going to use her two medium gun
dice against a target that is 160mm away under battle sail. Because this is in
the medium range bracket, the number of gun dice is halved to one, and her F
rating allows only die roll pairs of 6 to score hits (shown as "12" on the
combat chart table). Because of this, the player does not roll because a
minimum of two dice would be needed in order to have any possibility of scoring
a hit.
« 4.1
Targeting
Fig. 1 Arc of Fire Targets.
Ship A represents a vessel which is just moving out of the arc of
fire. Because part of its stern still lies within the arc, it may be fired at.
Ship B is entirely within the arc and may be fired at. The centerpoint of ship
C lies just within the arc, and so it may be fired at. The centerpoint of ship
D lies just outside of the arc, and so it may not be fired at because the ships
is only just moving into the arc of fire and does not yet represent a broad
enough target. |
Arcs of fire A ship may only fire its
cannon at targets that are within limited arcs-of-fire. These arcs are anchored
off the port and starboard sides of the ship, and their breadth or "sweep" is
different depending on the time period of the battle. Early in the period
covered by Admiralty, the average arc-of-fire was about 10°. By the middle
of the period most ships had been converted to allow their guns a 45°
arc-of-fire. See the Ship Values for more information about arcs-of-fire for
individual fleets.
Ships which are moving into an arc of fire may only
be fired upon if their centerpoint lies within the boundary of the arc. Ships
which are entirely within an arc of fire may always be fired upon, assuming
they are within range. Ships which are moving out of an arc of fire may be
fired upon if any portion of the model lies within the arc. See Figure 1 at
right. Note that because all game movement is conducted in steps or "leaps,"
the actual ship models will all be stationary at the time that firing is
resolved. However, the ships will often represent objects which are moving in
relation to each other. Because of this, the rules will discuss abstract ideas,
like ships which are considered to be moving, as in "moving into an arc of
fire" even though both models are setting still at the time the observation and
firing are done. Whether a ship is considered to be motionless for game
purposes is decided by its movement (or lack thereof) from the previous
turn.
Multiple Targets In any case where numerous enemy
ships are within a vessel's arc of fire, the firing ship will target the enemy
which is in the closest range bracket and closest to the
attacker's line of fire. Such a ship is referred to as the primary
target. An exception to this is the case of a pre-existing target.
If the ship fired upon last turn by a battery is still within the arc of fire
but is no longer the primary target, the firing player may choose either the
new primary target or the pre-existing target. If two enemy ships are both
within the same range bracket and are also the same distance from the line of
fire, either ship may be targeted.
Example: A vessel which is in a closer range
bracket than three other vessels, but further away from the line of fire will
still be the primary target. If three vessels are all within the same range
bracket but are individually at different ranges, the vessel closest to the
firing ship's line of fire will be the primary target. All of these situations
are subject to the pre-existing target option.
Fig. 2 Valid Passing
Fire
The green ship may conduct passing fire against the red ship
because the red ship passed through more than half of the green ship's arc of
fire. |
Passing Fire During the movement step, a
player may declare any of his ships as conducting passing fire as enemy vessels
pass through his own vessel's arc of fire. Passing fire may only be conducted
under special circumstances, and it is designed to prevent viable targets from
slipping out of a ship's arc of fire in conditions which normally would have
resulted in a vessel firing or taking fire. Players should keep this last note
in mind during the game, as it is nearly impossible to create rulings to cover
every eventuality. In the case of unusual circumstances the general intent of
the rules must be kept in mind.
Passing fire is considered to be
simultaneous to all firing which occurs during the Fire phase, and damage
inflicted as a result of passing fire only becomes effective at the time all
other damage for the turn becomes effective at the conclusion of the Conduct
Cannon Fire step.
In order to conduct passing fire, the player in
control of the firing vessel must declare that he will do passing fire either
as he moves his ship past an intended target, or as the enemy player moves a
ship which is a viable target. All passing fire must be declared while a vessel
is being moved. If a player is allowed to move his ship past an enemy vessel
and take his hand off the model or its base without anyone calling "passing
fire" against it, no passing fire may be done on that vessel. By the same
token, if a player moves a ship without calling passing fire, none may be
conducted by that ship.
Passing fire may only be conducted against a
vessel which (a) passes through more than half of a firing ship's arc of fire
or (b) presents a raking fire target. In order for (a) to occur, the target
vessel's centerpoint must have passed the firing vessels line of fire. See
Figures 1 and 2 at right. In order for (b) to occur, the target vessel must
present a raking target at any point during the move. Passing fire must be
conducted using all the weapons on the embattled side of the ship in question.
Vessels which conduct passing fire during the movement phase may not fire again
during the turn using the side or sides of the ship which fired.
Fig. 3 Invalid Passing
Fire
The green ship may not conduct passing fire against the red
ship because the red ship moved through less than half of the green ship's arc
of fire. |
Target Types When rolling for cannon fire, the
dice themselves are used to define the mix between hull targeted guns and
rigging targeted guns. Players should use two different colors of
dice for the two target types, but should still roll the gun dice all
at once, with one color assigned to hull hits and the other color assigned to
rigging hits.
The ratio of dice used is decided according to the range
and the national doctrine of a vessel's parent fleet. As a general rule, the
gun dice mix for guns fired at long and medium range should follow a 66/33 mix.
A ship from a fleet whose national doctrine is to fire at an enemy's hull
should consider two-thirds of the dice rolled as counting toward the Hull
Target column and one-third toward the Rigging Target column, with a general
bias toward the dominant type. Fleets whose doctrine was firing at an enemy's
rigging should consider two-thirds of their gun dice as being for Rigging
Targeted fire and one-third for Hull Targeted fire. Hence, a French ship firing
only two gun dice of a certain size at medium or long range will likely fire
both of them as rigging targeted, but if rolling three dice will fire two at
the rigging and one at the hull.
An interesting option for medium and
long range fire is to mix the two dice colors into a can and blindly draw the
desired number for each firing. Adjusting the ratios of dice inside the can
could randomly show national differences while allowing unpredictable
fluctuations in targeting. This would completely randomize hull/rigging
targeting, and allows an interesting variety of options.
For close
range firing players can choose among several possibilities, but in general the
amount of heavy gun dice assigned to hull targets should be higher. Medium and
light guns may be more selective about where they aim. Below are outlined
several possible methods of deciding close range dice mix. Players should
decide in advance which method will be used throughout a game, or roll to
randomly decide which method to use before the game starts.
Close Range Options: Battery Targeting
(recommended) Heavy cannon are always hull targeted, medium and
light cannon may fire any combination of their guns as hull or rigging
targeted. Basic Targeting All but one of the gun dice for each
type are hull targeted. Advanced Basic Targeting When firing
five dice or less, all may be hulled targeted. When firing six dice or more,
one must be rigging targeted.
« 4.2
Modifiers All gun dice and cannon fire table modifiers are
cumulative.
Dice Quantity
Modifiers Stern Rake Double the number of dice if the
center-point of the firing ship lies within the stern zone of the target
vessel. Note that all gun hits which are caused by a bow or stern rake must be
evenly split between the two sides of a ship. Bow Rake Add
one-half (50%) to the number of dice if the center-point of the firing ship
lies within the stern zone of the target vessel. Medium Range
Halve the number of dice if the target lies within the medium range
bracket. Long Range Quarter the number of dice if the target
lies within the long range bracket. Choppy Seas Halve the
number of dice if current sea condition is choppy. Heavy Seas
Quarter the number of dice if the current sea condition is heavy.
Line Modifiers Weak Hull Go up one line on
the fire table for hull-targeted gun dice fired against a vessel with a weak
hull. Stout Hull Drop one line down on the fire table for
hull-targeted gun dice fired against a vessel with a stout hull. Heavy
Firing Go up one line on the fire table if the gun dice being rolled
are for heavy guns. Light Firing Drop one line down on the
fire table if the gun dice being rolled are for light guns. Rigging
Target vs Normal/Full Sail Go up one line on the fire table for
rigging-targeted gun dice fired against a vessel using normal or full speed
(sail). Rigging Target vs Anchored/Slow Sail Drop one line
down on the fire table for rigging-targeted gun dice fired against a vessel
using slow speed (sail).
« 4.3 Damage
Hits During the course of the game a ship can suffer damage that
slowly reduces it ability to fight. In order to keep the game moving, we have
chosen not to concern ourselves with damage and hits that do not dramatically
affect the operation of the ship. Our main concerns are basic: Are the guns
still firing, can the ship still move, will it sink soon? Those primitive
concerns and others like them are the concerns of the moment for Admiralty.
There are two basic types of damage in the game: static and active.
Static damage happens once and doesn't need to be bothered with any further.
Active damage is damage that can somehow trigger additional damage, sometimes
immediately, sometimes later in the game. In any case, active damage is usually
dangerous in some way and will usually be a source of concern. The most common
types of damage are suffered from the Hit Table. Less common types of damage
are inflicted through the Critical Hits table. All types of damage inflicted
should be recorded on the ship log under the name of the ship which has
suffered the damage. A few damage types can be repaired, a function which is
discussed more in Section 6 -
Repairs.
Below is a master list of each damage type and its
respective effects.
| Damage Code Glossary |
| A |
Anchor |
Mark one
A in the Critical Hits box of the ship log. A ship with two
or more anchor hits may not anchor during the game. |
| B |
Blocked Gun Dice |
Mark a 1B at the bottom of
the appropriate Gun Dice box for each B hit. For multiple B hits, change the
number accordingly: 2B, 3B, etc. Each set of B
hits should be randomly located either on the port or starboard side of the
ship, not both. B hits cause the temporary suppression of one gun die of each
"B Point" on the corresponding side of that ship. As with any suppressed
feature, suppressed gun dice may not be used until the B hits have been
repaired.
Example: A ship with a Gun Dice value of 255 that has two B
hits (2B) marked on its Starboard side, may only fire three medium and three
heavy gun dice. It is effectively a 033 on that side of the ship until the
blocked guns are cleared using repair die rolls.
The BD
hit result is a related code which requires one or more immediate die rolls to
test for B hits. The BD hit result is not recorded anywhere, it simply results
in the immediate test for further damage. |
| C |
Carronade |
Reduce one of the
carronades values (if any) shown in the Gun Dice box. Each C hit should be
randomly located either on the port or starboard side of the ship, not both. If
a target vessel does not have any carronade weapons, inflict one normal G hit
instead. |
| CR |
Critical Hit |
Refer to the Critical Hit line of the
Critical Hit table and roll one six sided die. Inflict the resulting damage
codes and, if necessary, roll for their effects also. Note that the gun size
modifiers from the Hit Table are also used for critical hit die rolls: A
critical hit roll triggered by light guns will suffer a minus one (-1); A
critical hit roll triggered by heavy guns will receive a plus one (+1). |
| CR2 |
Critical Hit 2 |
Refer to the Critical
Hit 2 line of the Critical Hit table and roll one six sided die. Inflict the
resulting damage codes and, if necessary, roll for their effects also. The CR2
line inflicts less common types of damage such as anchor, leader and pump
hits. |
| D |
Fire Danger |
Immediately refer to the Fire Danger
line on the Critical Hit table and roll one die, recording any fires that are
started as a result. |
| E |
Explosion |
Immediately refer to
the Explosion line on the Critical Hit table and roll one die, recording all
damage that happens as a result. Keep the I hit which triggered
the explosion and continue rolling each turn for additional
explosions.
Any ships within 10mm of an exploding ship must roll on the
Explosion hit line with a minus two (-2) modifier. Ships within 20mm of an
exploding ship must roll on the Explosion line with a minus three (-3)
modifier. |
| F |
Fire |
Mark an F in the Critical
Hits box of the ship log. At the start of each Fire Phase, roll for each active
F hit on the Fire line of the Critical Hit table and apply the results. |
| G |
Gun
Hit |
Mark a number in the
Gun Hits box of the ship log corresponding to the current total of gun hits on
that side of the ship. G hits should be marked off on the embattled side of the
ship, that is, the side of the ship facing the direction of the attacker. G
hits coming from directly ahead or behind (IE - from raking fire) should be
evenly split between the two sides of the ship. If all of the gun dice on the
nearest side of the target ship have been destroyed, gun hits are then to be
applied to those guns (if any) which are still intact on the other side of the
target ship. |
| GD |
Gun Dice |
Randomly reduce one of the remaining Gun
Dice values shown in the Gun Dice box, choosing the side which corresponds to
the adjoining Gun Hits box. One GD hit is suffered for every five gun hits.
Once the GD hit is recorded, cross out the contributing gun hits. Example: A
ship suffers eight G hits on its port side. Cross out five of the eight G hits
and reduce one randomly selected port side Gun Dice value by one
point. For this example a 609 value would reduce to 608 or 509, but not 508. A
zero value cannot be reduced. This example would leave the vessel minus one gun
die, with three G hits remaining in the port side Gun Hits box. |
| I |
Inferno |
Mark an
I in the Critical Hits box of the ship log and cross out the F
hit which triggered it. At the start of each Fire Phase, roll for each active I
hit on the Inferno line of the Critical Hit table and apply the results. Ships
with an inferno burning on board will stop all firing and may not voluntarily
move within 10mm of any other ship. |
| L |
Locked |
Mark an L in the Critical
Hits box of the ship log. That ship is locked or fouled with the other ship in
question. Note that ships may be locked to each other (both with L hits) or
just one may be locked to another (just one with an L hit). Ships with their
own L hits and those which have other ships locked to them may not move or
rotate in place, regardless of sail settings. |
| M |
Mast |
Mark an
M in the Critical Hits box of the ship log. At the start of each
Movement Phase, roll for each active M hit on the Mast line of the Critical Hit
table and apply the results if any. Cross out any M hit that causes
additional damage or gets repaired. Example: On turn three a ship suffers an
M hit during the Fire Phase. At the start of turn four's movement phase the
owning player rolls a 2 on the Mast Hit roll, giving no result. The M hit
remains active on that ship's log. At the start of turn five's movement phase,
the owning player again rolls for that M hit, with a 4 result which causes 10
Sail hits. The M hit is then crossed out (made inactive) and ten S hits are
added to the Sail Hits box. Note that some game functions take into account
all M hits suffered during the game, whether or not they are
active. |
| O |
Officer |
Mark an O in the Critical
Hits box of the ship log. An officer of admiral's grade (if on board) is killed
or injured. [THIS SECTION NOT FINISHED YET] |
| P |
Pump |
Mark a P
in the Critical Hits box of the ship log. Pump hits allow Waterline hits to
take full effect, thereby threatening the ship in case of severe damage. A ship
with no pump hits may suppress two W hits each turn. A ship with one pump hit
may only suppress one W hit each turn. A ship with two or more pump hits may
not suppress any W hits. |
| R |
Rudder |
Marked an R in the
Critical Hits box of the ship log. One rudder hit reduces to four the
number of turning circle steps that a ship may use to turn. Each additional R
hit reduces that number by another point until the ship reaches four R hits, at
which time the rudder of the ship is considered destroyed. A ship with a
destroyed rudder must anchor in place and set it's sails to a stop position (if
possible). If the ship's anchors and rigging are also destroyed, it may not
conduct any type of voluntary movement (the ship may be subject to optional
drifting rules if those are part of the game scenario). |
| S |
Sail |
Subtract the number of
inflicted sail hits from the current value listed in the Sail Hits box of the
ship log. The number currently shown in the Sail Hits box is the percentage of
ship's speed that can actually be used. Example: A ship which suffers 7
sail hits will reduce the 100 at the top the Sail Hits box of the ship log to
93, meaning that only 93% of that ship's speed (shown in the Speed box at
right) may be used. If that ship suffers another 30 sail hits the Sail Hits
number would now be reduced to 60. The ship may now use only 60% of the speeds
shown in its Speed box. If the ship currently trying to use a speed of 80mm
with a sail hits value of 60, the ship can actually move only 48mm.
Players who want to streamline game play can also choose to use only
the first number of the sail hit value to affect the ship's speed. Any sail hit
value in the 90's range would be treated as 90%, any values in the 50's range
would be treated as 50% and so forth. |
| W |
Waterline |
Mark a W in the Critical
Hits box of the ship log. Waterline hits cause a progressive series of effects
which result in the loss of the ship. Waterline hits can be slowly repaired if
the seas are not choppy or heavy. One W hit each turn can be rendered
ineffective or "suppressed" if the pump if not damaged. See the Critical Hits
box for the list of waterline hit effects. |
| XX |
Repaired |
Cross out (deactivate)
the critical hit in question. In the case of an F hit the fire is considered
put out. In the case of an M hit the mast or yard is considered repaired enough
to prevent further damage. |
|
|
|
« 4.4 Critical
Hits The Critical Hits box on the combat chart controls the ongoing
side-effects caused by damage hits. Some critical hit results will be recorded
in the ship log, and others will be immediately acted upon in the form of
additional hits and die rolls. Each critical hit line contains a line of blank
spaces and damage hits which correspond to the die roll lines above them.
Rolling one six sided die and cross indexing the result with the corresponding
hit type will give the result. Each result matches a damage code which is
outlined on the combat chart and defined in detail in section 4.4 above.
« 4.5 Advanced
Firing Rules Advanced rules are not required for general game play,
and they may slow game play. But experienced players already familiar with the
rules may enjoy these ideas and the historical feel they help to
create.
Partial Broadside Whenever a ship has just come
into another ship's field of fire and is positioned so that it blocks over half
of an enemy ship's arc-of-fire, yet still has its centerpoint outside the arc,
the enemy ship may still fire half of its broadside batteries at it. Note that
this will usually only apply when ships are offset enough that full broadsides
are not allowed, yet too close to ignore the potential for even half the guns
to do damage.
Weather Effects In choppy or heavy seas,
ships firing from a weather position onto a lee target lose use of half or all
of their heavy guns due to the ship heeling into the ocean.
Crashing
Masts Any vessel Locked with another vessel (either with its own L
hit, or locked with a vessel that has an L hit against it) must roll on the M
hit table if the other ship suffers an M hit table die roll result of
5 or 6. Apply all hits as called for. In addition,
a result of 5 or 6 on the second ship's die roll
will also result in one die roll worth of L hits for each of the locked
ships.
Inferno Aid Ships with an inferno burning on board
will immediately surrender to the closest enemy ship and ask for aid. The enemy
ship must stop between 15mm and 30mm distant from the burning vessel. Both
ships will remain in that position as non-combatants until the burning ship
either explodes or successfully evacuates its crew on a die roll of 6,
whichever occurs first. If the ship explodes first, the formerly assisting
enemy ship may resume fighting. If the burning ship's crew successfully
evacuates, the assisting enemy ship will take a station away from the battle
area but remain as a non-combatant. It may not attack enemy ships, and enemy
ships may not attack it.
Frigate Immunity Ships of the
line may not fire at enemy frigates unless the enemy frigates fire on them
first.
« 5.0
Boarding In order to conduct a boarding action, a ship must be
stationary and within 10mm of a stationary enemy ship. The vessels may be
locked together, but they do not have to be in order for a boarding attempt to
be made. They may be in any attitude to each other, and may have any sail
setting. Boarding actions do not take place automatically. They must be
declared by a player who controls the ship initiating the boarding attempt, who
is then referred to as the attacker for the duration of that boarding try. The
player whose ship is being boarded is considered the defender. All boarding
attempts are considered simultaneous, and are resolved during the Boarding
phase of the game.
« 5.1 Conducting a
Boarding Action Players begin the boarding phase by declaring all
qualified ships which will attempt a boarding action. If two opposing ships are
declared against each other, only one may be an attacker. In such a case, each
player rolls one six-sided die. The player who rolled the highest value
(re-roll tied die rolls) becomes the attacker. Once all boarding attempts are
declared and all attackers and defenders defined, players resolve each action
separately.
Boarding Attempts Once all boarding attempts
are declared, players accumulate dice according to the Boarding Attempt
table and roll once for each attempt. This establishes which attempts turn into
boarding actions and which do not. It does not matter which player rolls the
boarding attempt dice. The meaning of the Boarding Attempt lines are as
follows:
Starting Dice Every boarding action
test begins with two default dice. Ships Fouled Add one die if
any of the combatant vessels are fouled with each other. Size
Difference Subtract one die if any of the combatant vessels are
different sizes.
As players establish the boarding attempt dice for each
attempted action, they are rolled. Any one die roll result of 6
means that a boarding action has begun. Once a boarding action begins, no
further attempt rolls are required for that action. It will go on until one
side wins, withdraws or surrenders, even if that takes several turns. If no
6 is rolled, no boarding action developed for that
attempt and players must wait until the next turn's boarding phase to
roll again. Note that boarding attempts will always use between one and three
dice, and that one roll is done for each attempt. The result will be some
boarding attempts turning immediately into boarding actions, and others
sputtering along as the crews just don't manage to get across to the enemy
ships.
Boarding Actions For each new boarding action,
players refer to the Boarding Dice table to establish how many dice they can
use for the action. Once both sides have gathered the proper number of boarding
dice, they simultaneously roll them, which is called one round of die
rolling. A maximum of two rounds of dice may be rolled per boarding action per
turn. For each round of die rolls, each side compares or "opposes" their three
highest values against the three highest values rolled by the enemy ship, with
the high value for each opposed pair being the winner. The losing dice are
removed, and any dice involved in ties remain. A player facing someone with
fewer dice than the three dice allowed may add the points from his unopposed
die (or dice) to those dice which are still being compared against enemy
dice.
Example: Player A has a size 2 ship that is
attacking player B with a size 3 ship. Both sides have mobilized one gun dice
for the pending action. Player A will start with three dice: two for the ship's
size, and one for the mobilized gun dice. Player B will start with five dice:
three for the ship's size, one for being defender and one for the mobilized gun
dice. For the first round or fighting, Player A rolls 5, 5, 1 and Player B
rolls 5,4,4,3,3. So the top value for each (5 vs 5) are ties. The second
highest values for each (5 vs 4) cause Player B to lose one die. The third
highest values (1 vs 4) cause Player A to lose one die. So each side lost one
die in the first round.
Now Player A has two dice and Player B has four
dice and they roll again. Player A rolls 5,2. Player B rolls 4,4,2,1. So the
two highest are 5 vs 4, but because Player A now has only two dice to oppose
three usable dice for Player B, Player B may use his third highest die value to
apply to his highest value, turning his 4 roll into a 6. Since the second
highest for each is a 2 vs 4, Player A loses both remaining dice and the
boarding attempt has failed. Not only has Player A lost the boarding attempt,
but the loss of all dice means that the previous temporary loss of five gun
dice becomes permanent.
For boarding actions left over from the previous turn,
players will use the same number of dice as before, the only modification
allowed being the addition of one die which can be added through the
mobilization of gun dice. This may only be done to replace losses from the
previous turn's boarding action, and is limited to the addition of one die per
turn using this method.
In order to win a boarding action, an attacker
must fight until the defender runs out of boarding dice, and which time he is
considered to have captured the enemy ship. A defender wins a boarding action
if the attacker cancels his boarding attempt or runs out of boarding dice. A
defender does not capture the attackers ship if the attacker runs out of dice,
and must declare a new boarding attempt if he wants to board the former
attacker's ship.
An attacking player may call off a boarding action at
any time. Even a boarding attempt which has gone several rounds during which
the attacker has made vital gains may be called off. To do so, the attacker
declares that the attempt to board has stopped and no further die rolls are
made.
Boarding Dice Each player begins a boarding
action without any dice. Dice are only added and subtracted according to the
Boarding Dice list. If a boarding dice list entry does not apply to a
particular action, it is ignored. All boarding dice entries are cumulative. For
example: If a ship is both defender and has an A grade crew, it will receive
one die for each. Dice are totalled until both sides have all the dice they are
able to gather for the action. Below are the definitions of each boarding die
qualifier and its application:
Each size point Add one die for each
size point of each ship involved. A size three ship (a three decker) will get
three dice, and size two ship will get two dice, etc. If two size two ships are
trying to board a single size three ship, the starting dice for each side would
be four and three respectively. Defender Add one die for the
boarding action defender. Mobilized 5 GD Add one boarding die
if a ship has mobilized five gun dice for this purpose during this turn's
command phase. Players may mobilize a maximum of one boarding die per turn in
this manner: Once to start a new boarding action; and later to replace lost
boarding dice. A player which has not lost any boarding dice may not mobilize
extra gun dice if one has already been mobilized. A Crew Add
one die if a ship's crew is A grade. F Crew Subtract one die
if a ship's crew is F grade. Over 50 S hits Subtract one die
if 50 or more sail hits have been suffered by that ship. If there are multiple
attacking ships, use the sail hit values for the least damaged
vessel. Each 5 GD hits Subtract one die for each five gun dice
hits that have been suffered by the ship. If there are multiple attacking
ships, use the hit values for the least damaged vessel. Failed
Attacker Subtract one die if the ship was previously a boarding
action attacker which failed with the loss of one or more boarding
dice.
« 5.2 Advanced
Boarding Rules Advanced rules are not required for general game play,
and they may slow game play. But experienced players already familiar with the
rules may enjoy these ideas and the historical feel they help to
create.
Weather Effects In choppy seas, subtract an
additional die from the boarding attempt and add two dice instead of one for
the boarding action defender. In heavy seas, no boarding actions are
allowed.
« 6.0
Repairs During the Repair Phase of the game, players may attempt to
repair some damaged portions of their ships. Repairs are not usually easy to
make, and they can only be attempted in limited ways. All repairs are conducted
using the Repair box located on the combat chart. Adjoining each repair type is
listed the die roll value needed to achieve that repair. Below is an outline of
each possible repair type and its limitations:
Unblock B Hit Players may roll for
each B hit currently active on both sides of a ship. As each hit is repaired,
it is permanently crossed off. Repair Pump Roll one six-sided
die. If the value matches the range shown on the repair table, one P hit may be
crossed out (deactivated). A ship may only roll to repair one pump hit per
turn, regardless of the current number of pump hits. Repair W hit
Roll one six-sided die. If the value matches the range shown on the
repair table, one W hit may be crossed out (deactivated). A ship may only roll
to repair one waterline hit per turn, regardless of the current number of
hits. Repair L hit Roll one six-sided die. If the value
matches the range shown on the repair table, one L hit may be crossed out
(deactivated). A ship may roll to repair one L hit each turn. The ship that it
is locked to may not be an enemy ship that has not surrendered. A ship must
repair its own L hits before lending aid to other ships. A ship with no L hits
may roll to attempt repair of any one L hit suffered by a friendly or
surrendered enemy ship with which it is locked. Emergency L hit
repair A ship may automatically repair one L hit by taking 30 S hits
and recording them on the Sail Hits box in the critical hit list. A ship
conducting this action is essentially cutting away anything which may be
interfering with the two vessels. The only good reason to do this will usually
be if a ship is locked to another vessel which has caught on fire or burst into
an inferno. Repair rolls done by A or F grade crews will be
modified as shown on the combat chart. Surrendered ships may not conduct any
repairs.
« 6.1 Advanced
Repair Rules Cranky Pump - A repaired pump must roll a die
each turn in order to keep working. It will fail on a roll of 5 or
6. Crew Loss - A ship which has lost more than half of its original
gun dice and suffered at least 50 S hits may not attempt any repairs to L, B or
S hits. |