Sequence of Play
The game is played in a series of game turns. Each game turn is divided in half. The first half is Side A's turn and the second haIf is Side B's turn. During Side A's turn, Side A is the moving side and Side B is the non-moving side. During Side B's turn, Side B is the moving side and Side A is the non-moving side. During each side's turn, players do the following things in order:
1. Player A's Turn
a. Movement
Player A moves each of his ships, making sure that no ship moves a longer or shorter distance than its speed from the previous turn will allow. The player writes down each ship's new speed after it moves.
b. Combat
The non-moving player (player B, in this case) announces which of his ships will shoot at moving ships, and which weapons they will use. The non-moving player then resolves all of these attacks and their effects are applied immediately.
The moving player (player A, in this case) announces which of his ships will shoot at the non-moving player's ships, and which weapons they will use. He then resolves all of these attacks, and their results are applied.
2. Side B's Turn --- The steps described above are repeated, but Side B becomes the moving side and Side A becomes the non-moving side.
Dice Roll | Shot(Heated+10 or 32lb -10,24lb -5) | Chain | Grape |
---|
-20to10 | Hull Hit 1d10 | Hull Hit0 | Hull Hit0 |
11to45 | Hull Hit 1d4 | Hull Hit0 | Hull Hit0 |
46to49 | Mast Minor Hit 1d4 | Mast Minor Hit 1d4 | Mast0 |
50to52 | Mast Major Hit 1d10 | Mast Major Hit 1d10 | Mast0 |
53 | Main Mast 2d10 | Main Mast 2d10 | Mast0 |
54to58 | Crew 1d4 | Crew 1d4 | Crew 1d4 |
59tto60 | Quarterdeck Crew, serious 1d10/-1MR | Quarterdeck Crew, serious 1d10/-1MR | Quarterdeck Crew, serious 1d10/-1MR |
61to62 | Forward Gun | Sail Hit 1d4 | Crew 1d4 |
63to64 | Upper Deck Gun | Sail Hit 1d4 | Crew 1d4 |
65to66 | Middle Deck Gun | Sail Hit 1d4 | Crew 1d4 |
67to68 | Lower Deck Gun | Sail Hit 1d4 | Crew 1d4 |
69to70 | Aft or Quarterdeck Gun | Quarterdeck Sail Hit 1d4 | Quarterdeck Crew 1d4 |
71to74 | Sail Hit 1d4 | Sail Hit 1d4 | Sail Hit0 |
75to77 | Sail Hit 1d4 | Sail Hit 1d4 | Sail Hit0 |
78to80 | Sail Hit 1d4 | Sail Hit 1d4 | Sail Hit0 |
81to84 | Poopdeck Sail Hit 1d4 | Poopdeck Sail Hit 1d4 | Poopdeck Sail Hit0 |
85to91 | Main Sail Hit 1d10 | Main Sail Hit 1d10 | Main Sail Hit 1d4 |
92to97 | Quarterdeck Officers/Crew Hit 1d4/-1MR | Quarterdeck Officers/Crew/-1MR | Quarterdeck Officers/Crew/-1MR |
98to105 | Fire: 1d6 Hull, Sail & Crew per turn | Fire | Fire |
106to116 | Serious Fire: 1d10 Hull, Sail & Crew per turn | Serious Fire | Serious Fire |
117to120 | Magazine Fire: Explosion 5d10 Hull, Fire & Crew Damage, Ship sinks 1d10 turns | Magazine Fire | Magazine Fire |
Naval Gunnery Skill
Base Chance: Half DEX of Gun Captain + Skill Level
Range: -10% per hex
Damage: 1d100 (Damage Table)
Damage Type: Solid Shot, Canister, Chain Shot, Heated Shot (Damage Table Modifier)
NAVAL GUNNERY
Success Rate: 1/2 DEX + 10%/skill level
A ship's weapons can be fired by the ship crew if no characters with Gunnery skill are aboard, but ship gunners increase a ship's effectiveness in combat. The gun commander may attempt to coach unskilled gun crew members with a successful LDR check. This skill applies to all Naval Guns including Mortars, Carronades and Howitzers.
The gunnery subskills are: Improve Accuracy and Selective Targeting.
IMPROVE ACCURACY Modifier: +10% x skill level
This subskill gives a gunner a better chance to hit a target with ship-mounted weapons. A gunner can apply this subskill to only one weapon per turn. This bonus can be combined with the pilot's Forward Firing Weapons bonus.
SELECTIVE TARGETING Modifier: -30%
This subskill lets a gunnery expert shoot at a specific system on an enemy ship. External systems only (those visible from outside the ship) can be attacked, so the galley, navigation, pumps and anchor winch cannot be targeted selectively.
To use this subskill, the attacking ship and its target must be in the adjacent hex. The gunner declares what system he is targeting, and rolls to hit with a -30% modifier, in addition to all other modifiers that apply. The gunner can use his Improve Accuracy subskill with Selective Targeting. If the shot hits, the damage is applied directly to the targeted system as described on the Advanced Game Damage Table.
If the shot misses, it is considered a clean miss and causes no damage. If the system that is hit can receive several grades of damage on the Advanced Game Damage Table, a random die roll should be used to determine how badly the system is damaged. If the ship's hull is hit, there is a 50% chance it will suffer double damage.
EXAMPLE: A gunnery expert using selective targeting hits the drive of an enemy ship. According to the damage table, this can reduce the ship's ADF by 1, by half of its total, or completely to 0. In this case, the referee decides that the gunner must roll 1d10. A result of 1-3 means 1 ADF is lost, 4-6 means one-half of the ship's ADF is lost, and 7-9 means the entire ADF is lost. A 0 is ignored and re-rolled.
This message was last edited by the GM at 05:04, Tue 09 Jan.