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ADMIRALTY
FIGHTING SAIL WARFARE: 1750 - 1815

 
1 Introduction   2 Movement   3 Command   4 Firing   5 Boarding   6 Repairs

Outline - Advanced Rules
 

« 6.1 Repair Outline
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.

« 6.2 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.



 
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