Introduction
This is an expanded combat system which is suited to smaller battles where more detail may be required, or for larger battles where the players want more realism at the expense of speed. The expanded system introduces the concept of separate Broadside Ratings for each broadside (and for chasers) and allows players to shoot at the rigging (a frequent request!).
Ratings
Ships now have a Hull Rating, Firepower ratings for BOTH broadsides and ahead and astern for bow and stern chasers, and for each mast. Typical ratings for standard rates are as follows
| Rate | |||||||
| Port/Stbd | |||||||
| 1 | |||||||
| 2 | |||||||
| 3 | |||||||
| 4 | |||||||
| 5 | |||||||
| 6 | |||||||
When firing compare the firers broadside rating with the targets Hull Rating. The current Broadside Firing tables are used as in the original version. Shoot at either the hull ("on the downroll") or at the masts ("on the uproll").
Hull Hits
Rating reductions fire into the hull are taken against the engaged sides
Broadside Rating. If multiple rrs are scored the opposite Broadside
Rating suffers one less rr than was caused. For example, if a ship suffers
a 3rr result on the Port side, the port broadside rating is reduced by 3,
the starboard rating by 2. In addition the ships Hull Rating is reduced
by 1 rr less than was scored (by 2 in this example). Remember that a ship
only has a single Hull Rating. If a ship is raked the FULL rating reductions
are applied to the Hull Rating, Bow or Stern Chaser Rating (as appropriate)
and to BOTH broadsides.
Rigging Hits
If shooting at masts randomly distribute rating reductions amongst those
masts which are standing. Jury rigged masts have a rating of half the original,
rounded down. If a mast loses all its ratings it is still standing, but
has been so heavily damaged as not to contribute to the propulsion of the
vessel - it is treated as lost when calculating the number of dice to be
rolled for movement. Note that a mast with zero points can still fall if
an LM result is scored - in this case the wreckage falls overboard and still
fouls the vessel.
When firing at masts, results other than rr are handled as normal, e.g. WS still damages the ships wheel. Multiple rr hits still reduce the number of crew parties by 1 less than the score inflicted. In addition, multiple rr hits to the rigging also reduce the Broadside Rating of the engaged side by one (regardless of the score inflicted). Note that multiple rr hits to the rigging never reduce the Hull Rating of the ship.
Chain Shot
Players may opt to shoot chain shot at their opponent's rigging. If so, this has the effect of increasing the amount of rr damage inflicted to the rigging by 1 (or by 2 if firing at a ship under Full Sail). Chain shot may only be fired at Close or Short range.
Extreme Damage
It can be very frustrating, firing at close range with a stack of modifiers in one's favour to find that a particular roll only causes the wheel to be shot away. To rectify this, delete the "1 or less" column on the Broadside Firing Results Table and amend the header of the "2" column to read "2 or less".
Sail Settings
Sails can be set at Battle Sail (normal movement applies) or at Full Sail.
If at Full Sail the ship rolls an extra d6 for movement; the controlling
player can opt to discard one die from those rolled, but must move the score
of all the remaining dice, or the score of all the dice rolled. If fired
at, all rigging rrs are doubled if at Full Sail.
Speed Loss
Whereas before each mast lost halved the speed of a ship, in the new system
the number of dice rolled for ship movement is reduced by 1 die for each
mast which has fallen (LM result) or which has been reduced to wreckage
(mast rating reduced to zero). If the modified number of dice to be rolled
falls below 1 the deficit is taken as a negative modifier to the die roll
(which may result in the ship being effectively stationary for a turn or
two). If a ship is stationary in a particular action phase it may not turn.
For example, a 3 masted ship of the line, having lost 2 masts, reduces the
number of dice rolled by 2. If it is beating it would normally roll 1 die.
Instead, the roll of the single die is reduced by 2. If the die roll is
1 or 2 the ship remains stationary and cannot turn. This is a closer approximation
to reality.
Revised Rules for Boarding Actions
A few minor changes to the original boarding action rules are proposed.
Under this system it is important to know who is boarding and who is defending.
When a boarding action commences it is usually obvious which side is boarding
and which is defending. However, if an action starts in which both sides
wish to board their opponent the winner of the first round will have boarded
their opponents ship.
The current approach is to roll a d6 for the number of phases. Delete this aspect. Instead, the action continues until one side scores 6 higher than their opponent, at which time the losing ship is captured if it was the one being boarded or has its boarders repulsed if it was the ship making the boarding attempt, or until the ships separate by ungrappling during a Comand Phase. In addition, the player controlling the boarding side may withdraw their boarders to their own deck. If the boarding side is repulsed or withdraws the side previously boarded has the option of counterboarding, in which case the action moves to the deck of the other ship.
Under the revised gunnery rules above, use the higher of the two Broadside Ratings of each ship. Losing around still eliminates a crew unit, but if no crew units are available BOTH Broadside Ratings and Chaser Ratings are reduced by 1.
Boarding Example:
A Spanish frigate (Hull and Broadside ratings 8, 2 Crew Units, Average Crew),
collides and grapples with a smaller damaged British frigate (Hull rating
7, Broadside ratings 5 port and 6 starboard, 1 Crew Unit, Elite Crew). The
British attempt to counterboard. In the first round of combat the Spanish
score 8 for the Broadside rating plus 2 for the crew, and roll a 6 for a
total of 16. The British score 6 for the highest broadside, plus 1 for the
crew, 2 for an Elite crew and roll 3 for a total of 12. The British lose,
so they lose 1 crew unit and the action is subsequently fought on their
deck.