|
« 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.
|