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« 5.1 Boarding
Outline 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.
« 5.2 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.
« 5.3 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.
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