Naval Napoleonic Rules (1795 - 1805) 2nd edition
20th September 1998 Copyright reserved.
J.L.Mumford. Revised 20th September 2011
Forward
These rules are designed primarily for 'Ship of the Line' actions in 1/600 scale
(i.e. Airfix Victory small size). All gun ranges are practical rather than
possible. Although some guns of this period could attain two or more miles, the
chances of a hit fired from a rolling ship, without instantaneous discharge,
with no adequate range-finding apparatus and with an uncertain propellant was
nil. The intention is to produce a fast and reasonably realistic battle for from
two to a dozen people.
Preparation
The players require steel tapes marked in inches, paper for writing orders, a
ship card made out for each ship as shown, movement discs as shown, cotton wool
for marking fires and preferably as many as eighteen D6 dice and one
D10 and one Average type (AvD). The fighting can be on any large flat
surface. It is relatively easy to shift whole fleets, maintaining their relative
position, should they be sailing over the edge of the table. A cloth marked with
a 3 inch grid helps.
WIND (obviously the wind must be such that an action can take place)
A random Wind Direction can be
obtained by the following method. Throw a D10 & a D6 dice , 0 = N,
1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW, 8 or 9
throw again. The D6 3- the value shown, 4+ a point clockwise (NNE,
ENE, ESE etc) Wind Strength may be
diced for, using a D6 dice.
Changeability is diced for, D6 4+ no changes during action, 3 D10
each move 0 change, 2 1- change, 1 2- change. If change D6 1 wind speed
drops a level, 2+ wind veers clockwise a point, 4+ wind veers anti-clockwise a
point, 6 wind increases a level. If Wind strength drops to a calm 0 or increases
to Gale 7 usually the battle has to be broken off. Campaign conditions and area
prevailing winds may offer other solutions, use AvD for wind speeds etc)
SEQUENCE OF ACTIONS
1. Senior Officers signal instructions.
2 Ship Commanders write down orders giving speed, direction, firing intentions
(i.e. to fire at
hull, rigging or crew) boarding etc.
3 Ships are moved to end of move positions after dicing for and tacking or
collision problems.
4 All firing is resolved in sequence in fifths of a move, noting damage, &
dicing for fires & Commander casualties,
Morale throws are taken when required at the end of the fifth.
Resolve boarding actions of the fifth
after firing.
5 Dice for any subsequent and Commanders morale at the end of the fifth.
SYSTEM OF COMMAND
In a large action each fleet should be commanded by an Admiral who can divide
his forces into squadrons led by Commodores. Each ship will have a Captain. In
case of casualties it is advisable to number Captains and Commodores in order of
seniority. Three is the ideal number of ships for a squadron. The ships of a
squadron will maintain formation on their Commodore unless ordered otherwise or
disabled or on a throw D6 5+ for initiative. Shore Batteries etc. may be
independent of Command afloat.
If desired dice at the start for Commanders & Captains, D6 6 Hero, 2+
Regular, 1- Poltroon.
COMMANDERS MORALE RULES
Every time a ship of the line sinks, blows up, flees or surrenders the Fleet
Commander* and Squadron Commander* (only one if they are the same) must throw a
D6 for morale. If a 1 they are shaken and must throw again as
follows..... *=heroes +1, poltroons
-1
Fleet Commanders; 2- signal "Escape as best you can" and fly. 3+ Signal "Break
off action", abandoning if necessary ships with less than two masts but retiring
as a fleet if possible.
5+ Leads the ships under immediate command to safety leaving the rest without
orders.
Squadron Commanders*: 2- Signal "Escape as best you can", and fly. 3+ "Break off
action" abandoning if necessary ships with less than two masts but retiring as a
squadron if possible, 5+ attempts to escape leaving the rest without orders. The
Signal "Escape as best you can" may be disobeyed by throwing a 5+ by Squadron
Commanders* when sent by a Fleet Commander or by Captains* when sent by a
Squadron Commander.
Commanders may transfer from ship to ship if opportune, or if disabled they may
relinquish Command by Signal.
CREWS basic Proficiency & Morale
Proficiency
if not otherwise decided D6 = 6 veteran, 3+ trained, 2- raw
Morale
if not otherwise decided, dice for each ship’s crew
D6 +F Captain hero +1, Captain
poltroon -1, Crew raw -1, Crew veterans +1
= 7 staunch, 5+ good, 3+ average, 1+ poor, 0- mutinous.
MOVEMENT
(Fast Ships add 0.5" & Slow ships deduct 0.5" per move)
The amount of movement possible is given by holding the speed indicator over the
Main mast of the ship, pointing the arrow in the direction the wind is going,
reading the figures
given where the bowsprit is pointing relative to the wind speed factor.
This is subject to the condition that a ship of the line may not increase
its speed by more than 3" or decrease it by more than 4" in the move. Lesser
craft can accelerate 4" and decelerate 5". Ships cannot sail within 45 degrees
of the wind unless tacking. Ships found to be in this condition are taken to be
in irons (halted a move in the nearest 45 degree position) and must dice for
damage as if tacking. Unless tacking, no turn may be sharper than running the
hull round the edge of the speed indicator. The back could be marked in inches.
The indicator is best made out of lino tile or stiff cardboard.
Ships may heave to (i.e. remain stationary by backing the sails)
Ships anchoring may not move faster than 3", ships weighing anchor 2".
Ships lose speed by a third for every mast lost. (After the wreckage is cut
free) To clear mast wreckage start dicing each fifth, three fifths after it
fell, D10 +F Crew raw -1, Crew Veteran +1
= 8+ wreckage cleared
When completely dismasted they drift downwind at 0.5" multiplied by the wind
strength factor. After having cleared the wreckage of a complete dismasting, a
jury mast may be rigged, permitting movement at sixth normal rate.
TACKING
Tacking may only be attempted by ships which have not lost 30 or more points
from their foremast value. To do it each ship turns to the nearest 45 degrees
position and dice.....
D6 +F Crew veteran +1, raw -1,
Captains Hero +1, Poltroon -1, Frigate or Sloop +1
WS1
3- in irons, 4 tacks lose 2", 5 tacks lose 1", 6+ tacks across wind OK.
WS2
2- in irons, 3 tacks lose 2", 4 tacks lose 1", 5+ tacks OK.
WS3
2- in irons, 3 tacks lose 2", 4 tacks lose 1", 5+ tacks OK
WS4
1- in irons, 2+ tacks lose 1", 4+ tacks OK
WS5
1- in irons foremast -20, 2 in irons, 3 tacks lose 1", 4+ tacks OK
WS6
1- in irons lose foremast, 2 in irons foremast -40, 3 tacks foremast -20,
4+ tacks OK
If successful turn across the wind and move the remainder of permitted distance.
If in irons the ship is becalmed facing into the wind. To regain the wind dice
each move, D10 + WS needing
12+ to succeed. Otherwise resort to using boats which takes two
moves plus the crews load and fire
rates to disembark and embark the boats.
BOATS
Boats move at 2" per move with a crew of twelve and space for another twelve.
They drift downwind, Wind Strength 4
0.5", 5 1", 6
1.5", 7 2". It takes the
crews load & fire rate in fifths, whilst stationary, to embark or disembark
boats. Boats can be towed astern to avoid damage if required, but any ship
passing within 1.5" of the stern wrecks them.
TOWING
It takes a move to couple up two ships. The following speed ratios are possible.
Towed Ship
Three decker
Two decker
Frigate
Sloop
Three decker half
third
quarter
sixth
Two Decker
two thirds
half
third
quarter
Frigate
three quarters
two thirds
half
third
Sloop
five sixths
three quarters
two thirds
half
Boats may tow ships at 0.5" moves with two for a Frigate, three for a two
decker,
four for a three decker or one for a Sloop. Wind drift must still be
accounted for.
COLLISIONS
No damage is done in collisions. The moves of the ships concerned are split into
fractions to establish the actual position of impact. The remaining move amount
of each ship is then halved and used in turning the midway direction of the two
courses. Hence if a ship sailing North moves 4" of a 6" move hits a ship sailing
East which has moved 3" of a 6" move, they both turn Northeast the first moving
another 1" to the second 1.5".
FIRING
Firing only takes place from at the end of the move working out the firing
fifths en route..
Bow chasers fire anywhere within an arc 45 degrees either side of the bow.
Stern chasers fire within an arc 30 degrees on either side of the centre line.
Broadsides are fired at anything within the parallel lines extended from the
stern and the inboard forecastle rail.
Shore batteries arc of fire is limited to 45 degrees either side of the centre
line.
Firing is automatic at any target possible but intentions to fire grape or
dismantling shot at masts only, must be noted down. Firing distances are
measures from the bulwarks.
Carronades have a range limit of 10 inches but otherwise fire the same as guns.
One dice is thrown for every 72 lbs. of shot weight, Half dice deduct 3 from
their score.
Optimum Minimum crews are at one man per 3lbs. for guns and one man per 6lbs.
for carronades. This is for full firing frequency.
Load & Fire
Rates (LFR) It takes one fifth of a
move to fire whilst reloading varies with the crews experience and manning
levels.
LFRs = Raw Staunch & Good 6 fifths, Raw Normal & Poor 7 fifths, Raw mutinous 8
fifths,
Trained Staunch & Good 4 fifths, Trained Normal & Poor 5 fifths, Trained
mutinous 6 fifths,
Veteran Staunch & Good 3 fifths, Veteran Normal 7 poor 4 fifths, Veteran
mutinous 5 fifths.
Undermanned Guns
LFRs= 90% +1 fifth, 80% +2 fifths, 70% +3 fifths, 60% +4 fifths,
50% +5 fifths, 40% +7 fifths, 30% +9
fifths.
0 - 5" number on D6 are hits, 5"+ D6-1, 10"+ D6-2, 15"+
D6-3, 20"+ D6 -4, 25"+ D6 -5, 30" -36" D6 -6. Shore
Batteries add two to the dice.
Ships anchored or moored add one to the dice.
First broadside loaded with extra care add 20% to hits achieved..
Raking a ship from the stern 200% hits.
Raking a ship from the bow 150% hits.
To qualify as raking the
masts of the target must be in line with the broadside firing area.
Half raking from either end 125% of hits.
To qualify as half raking,
the line of the masts must be within 30% in line with the broadside area.
If the wind is WS 5+ the lower battery on the leeward side cannot fire if
pointing within 45 degrees of the wind.
Deduct one third for collapsed mast obscuring ports until cut free.
Deduct one per dice if dismasted and drifting.
DAMAGE
For solid shot fired at the hull,
deduct one man from the crew, two lbs weight from the guns nearest the firer and
one from mast values. Note total hull
hits. Shore Batteries effects halved.
For dismantling shot fired at the
masts and rigging specifically, deduct two from the mast values and half a man
for each hit (rounding up).
For grape shot (can be fired up to
10" only) 2 men per hit or 25% of targets crew whichever is the smaller. (Shore
Batteries 1 man or 12% of target crew per hit.)
Hits on mast values are shared equally between the three masts or whatever
remains standing normally, or, when raking or half raking shared on a ratio 3:
2: 1 to the mast nearest.
Masts always collapse to leeward. To clear mast wreckage start dicing each
fifth, three fifths after it fell, D10 +F Crew raw -1, Crew Veteran +1
= 8+ wreckage cleared
The ship drifts downwind whilst clearing
the damage at 0.5 x Wind Speed rate.
FOR EVERY TWO SIXES IN A BROADSIDE A FIRE IS STARTED.
FOR EVERY TWO FIVES IN A BROADSIDE A BOAT IS WRECKED.
Immediately a fire is started a D6 dice is thrown, 1 it continues, 2+ it
is extinguished.
At the end of the next move another D6 is thrown, 2- it continues
established, 3+ it is extinguished. At the end of subsequent moves D6
thrown for established fires, 1 ship blows up, lost, 2+ fire continues 5+ fire
extinguished if 30+ crew still fighting it. Any ship within 3" of the hull of a
ship blowing up has D6 fires started on it. FOR EVERY MOVE A FIRE BURNS,
DEDUCT 30 pounds from each broadside and add 30 hull hits damage to the ship.
FOR EVERY 10% of crew lost throw a D6 dice for each Officer of Captain or
higher rank. 1 they are lost.
HULL HITS with solid shot, each hit is recorded for campaign repair purposes
Each warship has a flotation Factor (FF) of its gun rate multiplied by ten.
Merchant vessels those of their warship equivalents in size. For each 10% of FF
hull hits dice D10 3+ OK, 2 leaking Flotation Problem 1 (FP1) needs 20
men on pump to keep at bay, 1 leaking Flotation Problem 2 (FP2) needs 40 men on
two pumps to keep at bay, 0 leaking Flotation Problem 3 (FP3) needs 60 men on
three pumps to keep at bay. Three-deckers have four pumps, Two-deckers three,
Frigates two and Sloops one pump. If the water is not kept at bay the FP points
accumulate move by move. After 3FP ship slows -1", after 5FP ship slows -2",
after 7FP ship slows -3", at 10FP ship sinks.
Firing on boats in the water, deduct two from each dice. For each hit throw a
D6 3- sunk with D6 casualties, 4+ D6 men killed.
Firing on shore batteries
as normal but for each hit, deduct only half a man and 1 lb. battery weight.
MORALE
D6 +Factors
Morale is tested when.....
Ship is totally dismasted. Ship loses boarding action on own ship.
Ship has lost 20% of original crew and again at 40%, 60% & 80%.
Challenged to surrender within 4" when a mast down or has been raked or is
fleeing.
Ship has fire out of control. Ship Captain is killed (Not Staff Officer)
BONUSES
Staunch Crew +2, Good crew +1, Hero captain +1, Staff Officer Hero aboard +2,
Regular Staff Officer aboard +1, captured an enemy ship +2, if other enemy ships
have surrendered (only one) +1, allied ships within 5" bulwark to bulwark +1,
Challenger rates smaller
PENALTIES
Captain a Poltroon -1, Mutinous crew -2, poor crew -1, Hero Captain killed -2,
Regular Captain killed -1, 40%
casualties -1, 60% casualties -2, 80% casualties -4, allied ship has surrendered
(only one) -1, disordered -1, disorganised -2, mast down -1, totally dismasted
-2, Challenger rates larger. (Rates 3-decker, 2-decker, Frigate, Sloop,
Merchant, boat)
= Result 4+ fight on, 3 fight on disordered fire halved,
2 disorganised no fire for 5 fifths of a move (then 5 fifths disordered),
1- surrender if challenged by an enemy ship within 4" otherwise flee the
field as fast as possible.
Fleeing ships
or Commanders dice again for morale if challenged.
GRAPPLING & BOARDING
Grappling may be attempted when ships come into contact providing a player has
this written in his orders for the move. If his opponent objects he dices D6
4+ he does successfully.
Ships may be boarded the fifth of a move after grappling if this intention has
been noted down, otherwise three fifths after grappling. Initially only the top
battery and reserves will be available unless other arrangements have been
written down. 30 men per fifth of a move are allowed to change decks.
Frontages are 30 men per 0.5" of ship in contact. Melee round results are diced
for every three fifths of a move.
Boarding Melees
Each side throws a D6 +F
disordered -1, disorganised -3, Lightly outnumbered -1, only half
opponents -2, each time driven back (DB) -1
Compare scores, drawn, 15%
of opponents strength lost.
A winner inflicts 20% of his number of
men engaged on the loser. a loser inflicts 10% of his number of men engaged on
the winner and must throw for Melee morale.
D6
+F Staunch +2, Good +1, Average 0, Poor -1, Mutinous -2,
On own ship results 5+ unaffected,
4 driven back (DB), 3 DB & disordered, 2 DB & disorganised, 1- surrender
Contesting bulwarks 5+ unaffected, 4 will not leave own ship, 3 disordered, 2 DB
& disordered, 1- DB & disorganised
On enemy ship 5+ unaffected, 4 driven back (DB), 3 DB to own ship, 2 DB to own
ship disordered, 1- DB to own ship disorganised.
NOTE for boarding calculations, previous casualties are first deducted from the
reserves and then evenly throughout the ship.
If more men are lost than there are on a deck, the fight is taken to have passed
below.
Decks involved in melee cannot fire or cut free masts.
SURVIVORS
Halve the surviving crew of a blown up ship and throw a D6 dice for the
proportion of those left in sixths.
For the crews of boats or ships sunk, 50% + D6 x 5% for all the surviving
crew for the proportion of those left in the water. Each move these are in the
water 10% of their original number drown. Ships may rescue 40 per move whilst
moving 1" or less, boats twelve.
PRIZE CREWS
A prize crew needs to total double the minimum rigging crew of a vessel, to sail
the ship.
It takes two moves to fully take over a prize when the original crew are secured
below.
POINTS SYSTEM
For organising campaigns or competition battles a points system is as below.
Points Value = gun poundage + half carronade poundage + 10 x boats + crew + mast
values
Add 5% for Staff Officer, Add 5% for fast ship, Add 10% for Veteran crew.
Deduct 5% for Captain dead, Deduct 5% for slow ship, Deduct 10% for Raw crew.
POUNDAGE TABLE
D = a D6 dice # = a
half dice with 2 deducted.
One dice for 72lbs. For half dice deduct 2 from its score & no 5 or 6 to count
for boats or fires
Minimum crews 1 man per 3lbs. for guns and 1 man for 6lbs. for carronades.
0 - 17 = 0D | 18 - 53 = 0.5D | 54 - 89 = 1D | 90 - 125 = 1.5D |
|
162 - 197 = 2.5D | 198 - 233 = 3D |
234 - 269 = 3.5D |
270 - 305 = 4D | 306 - 341 = 4.5D |
342 - 377 = 5D |
378 - 413 = 5.5D |
414 - 449 = 6D | 450 - 485 = 6.5D | 486 - 521 = 7D |
522
- 557 = 7.5D |
559 - 593 = 8D | 594 - 629 = 8.5D | 630 - 665 = 9D |
666 - 701 = 9.5D |
702 - 737 = 10D | 738 - 773 = 10.5D | 774 - 809 = 11D |
810 - 845 = 11.5D |
846 - 881 = 12D | 882 - 912 = 12.5D | 918 - 953 = 13D |
954 - 989 = 13.5D |
990 - 1025 = 14D | 1026 -1061 = 14.5D |
1062 - 1097 = 15D |
1098 -1133 = 15.5D |
1134 - 1169 = 16D | 1170 -1205 = 16.5D | 1206 - 1241 = 17D |
1242 - 1277= 17.5D |
SHORE BATTERIES
These are organised in multiples of six guns.
6 x 24 pdrs
= 144 lbs.
crew 75
(min 48)
6 x 32 pdrs
= 192 lbs.
crew 100
(min 64) (British)
6 x 36 pdrs
= 216 lbs
crew 100
(min 72) (French)
6 x 42 pdrs
= 252 lbs
crew 120
(min 84)
Furnaces for redhot shot for each of the above require 20 additional men.
Shore Batteries fire within an arc of 45 degrees from a frontage of 1.3 inches
per six guns. They add two per dice to normal firing regulations. They throw for
morale after 20%, 40%, 60%, and 80% casualties of the original battery strength.
Deduct 1 from the dice for 40%, 2 for 60% and 3 for 80%. Add 1 if the battery
has started a fire or brought down the mast of an enemy ship. Add 1 if an enemy
ship is aground anywhere within the firing arc.
= 1 Gunners desert for the day, 2 Battery silent a move then D6 each move
5+ restarts firing, 3+ continue in action.
REDHOT SHOT.
Upon being warned about the presence of the enemy, two average (AvD) dice
are thrown for each battery equipped with furnaces, the result being the number
of moves before the red hot shot can be fired. The guns can fire as normal in
the meantime. When firing red hot shot, battery bonus is reduced to plus one per
dice but any 6 or 7 can start a fire.
SHIPS LAID UP.
Ships laid up are normally deemed to have no crew or masts. If a fire is
started, 1 or 2 it catches hold with no further chance of it being extinguished.
It takes 10 men 3 moves to set a ship on fire by hand.
BARS or BOOMS (Obstacles of chains & logs)
To break a three inch gap, ships must dice, sailing between 70 > 110 degrees to
the bar. At speed 3 > 6" 3 deckers 1- dismasted, 2+ bounce off losing 50, 40 &
30 per mast respectively, 5+ break through but 20,10, 0 points of the masts. Two
deckers 3 > 6" 2- dismasted, 3
dismasted but breaks through, 4+ breaks through but
20, 10, 0 off each mast. Two deckers at 6"+ speed 2- wrecked, sink in
AvD +1 moves, 3 dismasted, 4 dismasted but breaks through, 5+ breaks through
losing 20, 10, 0 off masts.
SAND BANKS & ROCKS.
If proceeding at 1" speed, these obstacles are seen and avoided 4" ahead.
Otherwise dice D6 adding 1 for frigates or 2 for sloops, for each move
over the obstacle.
2 > 3" speed
3 > 6" speed
6"+ speed
Result
Rocks Sandbanks
Rocks Sandbanks
Rocks Sandbanks
Scrape through 4+
6+
5+
5+
6+
4+
Stuck
3
3+
4
3+
-
-
Stuck fast
2
2-
3
2
5
2+
Stove in
1
-
2
1
4
1
Wrecked
-
-
1
-
3-
-
Scrape Through
move have remaining move, dice D6 1, 20 points off each mast, 2 10 off
each mast, 3+ OK.
Stuck
6 halted one move, 5 can kedge forward 1" at a time, 4 ditto & 10 off each mast,
3 must kedge backwards 20 off each mast, 2 ditto but 30 off each mast, 1 must
reduce gun weight by a third to kedge backwards with 40 off each mast.
Stuck Fast
6 wait ten moves to release by towing or kedging, 5 20 off each mast 20 moves
for release by towing or kedging, 4 30 off each mast, must reduce gun weight by
third to release by kedging or towing after 20 moves, 3 40 off each mast two
thirds off gun weight to release after 20 moves, 2 Recovery only by Port
authorities taking one day and 50 off each mast, 1 irrecoverably stuck, will
break up after three days.
Stove in
6 halted 4 moves 20 off mast 100 hull hits, 5 halted 6 moves 30 off each mast
200 hull hits, 4 halted 10 moves 40 off each mast 300 hull hits, 3 15 moves
halted 50 off each mast 400 hull hits, 2 halted 20 moves 60 off each mast 500
hull hits & must jettison one third of gun weight, 1 dismasted 600 hull hits and
must lose two thirds of gun weight.
Wrecked
6 dismasted & stuck 300 hull hits recoverable by Port authorities taking one
day, 5 dismasted & stuck 500 hull hits recoverable by Port authorities in 5
days, 4 dismasted & stuck will sink in 10 moves, 3 dismasted & stuck will sink
in 6 moves, 2 dismasted and stuck will sink in 3 moves, 1 dismasted & stuck will
sink in one move.
Kedging
One boat goes out 4" (5 moves) drops anchor, ship hauled forward 1" moves.
Campaign Rules
Ships Used
The players will have a limited number of ships and ship types and will have to
organise their fleets to fit. I collected 393 names of ships of the line of the
British, French, Spanish, Dutch, Danish, Russian, Swedish, Portuguese,
Neapolitan and Turkish navies. These I diced for to decide whether they were
unbuilt, laid up or in Commission. Of those in commission I diced for whether
they were fast, average, slow or refitting and careening. The proportions of
these would vary according to the readiness for war. I then selected the Naval
Ports and associated sea areas used by each power and diced for the ships in
each, weighting the numbers in likely importance. Most Frigates and other small
craft would be on detached service but a few would accompany the fleets of ships
of the line. To allow for this I have a dicing system related to the ships I
have thrown just before each battle. This is.....
D10
weaker side +2 (F=
Frigate S= Sloop)
= 10+ FFFSS, 9 FFSS, 8 FFS, 7 FFS, 6 FF, 5 FS, 4 SS, 3 F, 2 S, 1- none.
Further dicing can vary the strengths of the Frigates and Sloops. It was the
convention of the time that ships of the Line would not fire on a Frigate or
smaller vessel unless it fired on them first. Their role was to scout, carry
messages and tow crippled ships of the line. They were also used to pick up
survivors in the water of both sides.
Fleet Increases
The first month after war starts nations threatened dice, D10 for each
Laid up ship, 9 = it is commissioned, D6 5+ fast, 3+ normal, 2- slow.
D20 for each un-built ship, 20 = it is commissioned, dice for which base
port. For the dates of commissioning D6 2- first 10 days, 3+ second 10
days, 5+ third 10 days with a D10 to pick the exact date.
Ports
Ports are graded as 1st, 2nd, 3rd or 4th Class according to their importance in
naval terms. Laid up ships will only be found in 1st or 2nd Class Ports. 4th
Class ports are not marked on the map but may become involved. Straits may also
have shore batteries.
Port Shore Batteries
These are diced for according to Class.
In 6 gun batteries D6 for each battery = 5+ Red Hot Shot Furnace attached
(RHS)
British, Dutch, Portuguese, Russian, Neapolitan & Turkish.
1st Class AvD -1 x 42pdr
Btys + AvD +1 x 32pdr Btys + AvD +3 x 24pdr Btys
2nd Class AvD -3 x 42pdr Btys + AvD x 32pdr Btys + AvD +2 x
24pdr Btys
3rd Class AvD -1 x 32pdr Btys + AvD + 1 x 24pdr Btys
4th Class AvD -2 x 32pdr Btys + AvD - 1 x 24pdr Btys
French, Spanish, Danish, Swedish and all others
1st Class AvD +1 x 36 pdr Btys + AvD +3 x 24 pdr Btys
2nd Class AvD x 36 pdr Btys + AvD +2 x 24 pdr Btys
3rd Class AvD -1 x 36 pdr Btys + AvD +1 x 24 pdr Btys
4th Class AvD -2 x 36 pdr Btys + AvD -1 x 24 pdr Btys
Port Bars and Gunboats
Presence decided by Umpire. Gun boats have 24 man crews and a 24 Pdr gun.
Port Refitting and Repairing facilities for Ships of the line
1st Class AvD +3 berths, 2nd Class AvD + 1 berths, 3rd Class
AvD -1 berths, 4th none.
Damaged ships need port repairs if a mast has been lost or 20%+ hull hits
received.
Repairs D6 plus 1 week per 10% hull hits plus 1 week for replacing masts.
Need for Careening and refitting
Freshly refitted ships are rated Fast, (+0.5" per move) After 20 weeks D10
each week 0 they slow to normal rate. Normal after 20 weeks D10 each week
0 they slow to Slow rate (-0.5"). Slow after 20 weeks D10 each week 0
they slow to very slow rate (-1.0") Very slow after 20 weeks they D10
each week 0 the bottom drops out and they sink.
Refitting and Careening takes D6 + 8 weeks assuming berth vacant.
Manning Ships and replacing Casualties
Each 1st Class Port starts with reserves of 200 veteran and 400 trained seamen,
raw recruits can be brought in from inshore at 200 per week.
Each 2nd Class Port starts with reserves of 100 veteran and 300 trained seamen,
raw recruits can be brought from inshore at 200 per week.
Each 3rd Class Port starts with reserves of 200 trained seamen, raw recruits can
be brought from inshore at 100 per week.
Each 4th class Port has reserves of 50 trained seamen, raw recruits at 50 per
week.
Casualty recoveries after an action
Of crewmen lost 20%* are dead, 20%* need hospitalisation at base when half their
number are added to the Ports reserves (in predominant proficiencies) 20%* are
lightly wounded, recovering at 5% per day (all recovered in 20 days) the
remaining 40% (Flesh wounds and repair tasks) are recovered the next day. *=
varied by Red D10 - black D10 men.
Maintaining Crew Proficiency Quality
Crew qualities are based on CQ units for each 10% of their numbers. 10% veterans
= 2CQ
10% trained = 1CQ, 10% raw = 0CQ. Add up the CQ units to assess the crews
proficiency.
10CQ = veteran, 6CQ = trained 5CQ or less = raw
Initial Crews campaign proficiencies
(assumption that most crews are trained)
On first action CQ = 2xD6 +F Fast 0, Normal +2, Slow +4 result as above.
Fleet Movements
(1cm = 100 miles on map)
(D20
- D6) x 10 + Prevailing wind F miles per day +F lost a mast -20, lost 2
-40, Jury -60
If a negative 20 miles or more D6 5+ anchored lose only 10, 3+ lose full
amount, 2- fleet scattered must dice for re-assembly. D6 5+ 1 day, 4 2
days, 3 3 days, 2 4 days, 1 Gale
dice for each ship D6 2- sunk, 3 + damaged* re-assemble in 6 days, 5+
re-assemble in 6 days.
Damaged
D6 weeks repair in port needed.
Intelligence Movements
(1cm = 10 miles on map)
Land Normal D10 x 10 +150 miles per day. Land Semaphore D6 + 200
miles per day.
Sea 3 x D10 miles per day.
Battery Cards
(Batteries add two per dice for firing and poundage losses & casualties halved)
Battery
take
1/5s to reload
Commander
.
Crew Morale
Strength
(Min )
Broadside
( D6)
Ship Cards
Ship
Speed Mod.
.
Captain
Staff Officer
Boats
.
Crew Morale
Strength
.
Foremast
Mainmast
Mizzen
.
Port Broadside
Starboard Broadside
.
Bow Carronades
Port Carronades
Starboard Carronades
.
Fires (Move started)
Hull Hits
.
BRITISH SHIPS (# = half)
Minimum means smallest number for optimum effect
100 Gun 1st Rate Ship of the Line
Foremast 120 Mainmast 140 Mizzen
100
Boats 7 Crew 850
Points Value 3556
Upper Batteries each 22 x 12 pdrs
= 264 lbs. each minimum crew =
88
Middle Batteries each 15 x 24 pdrs
= 360 lbs. each minimum crew = 120
Lower Batteries each 15 x 32 pdrs
= 480 lbs. each minimum crew = 160
Bow Carronades 2 x 68 pdrs
= 136 lbs.
minimum crew = 23
Rigging
minimum crew = 30
Full broadside 1104 lbs (15 D) broadside min crew 368
98 Gun 2nd Rate Ship of the Line
Foremast 110 Mainmast 130 Mizzen 90
Boats 7 Crew 830 Points
Value 3404
Upper Batteries each 15 x 18 pdrs 5 x 12 pdrs
= 330 lbs. each minimum crew = 110
Middle Batteries each 15 x 18 pdrs
= 270 lbs. each minimum crew =
90
Lower Batteries each 14 x 32 pdrs
= 448 lbs. each minimum crew = 149
Broadside carronades 2 x 18 pdrs
= 36 lbs. each minimum
crew = 6
Bow Carronades 2 x 32 pdrs
= 64 lbs.
minimum crew = 11
Rigging
minimum crew = 30
Full broadside 1048 lbs (14# D) +c36 lbs (#D) broadside min crew 349 + 6
74 Gun 3nd Rate Ship of the Line
Foremast 100 Mainmast 120 Mizzen 80
Boats 6 Crew 600
Points Value 2608
Upper Batteries each 14 x 18 pdrs 9 x 9 pdrs
= 333 lbs. each minimum crew = 111
Lower Batteries each 14 x 32 pdrs
= 448 lbs. each minimum crew = 149
Broadside carronades 3 x 18 pdrs
= 54 lbs. each minimum
crew = 9
Bow Carronades 2 x 32 pdrs
= 64 lbs.
minimum crew = 11
Rigging
minimum crew = 20
Full broadside 781lbs (11# D) +c54 lbs
broadside min crew 260 + 9
64 Gun 4th Rate Ship of the Line
Foremast 90 Mainmast 110 Mizzen 75
Boats 5 Crew 550
Points Value 2111
Upper Batteries each 13 x 18 pdrs 6 x 12 pdrs
= 306 lbs. each minimum crew = 102
Lower Batteries each 13 x 24 pdrs
= 312 lbs. each minimum crew = 104
Rigging
minimum crew = 20
Full broadside 618 lbs (8# D)
broadside min crew 206
50 Gun 5th Rate ship of the Line
Foremast 85 Mainmast 100 Mizzen 70
Boats 5 crew 350
Points Value 1399
Upper Batteries each 13 x 12 pdrs
= 156 lbs. each minimum crew = 52
Lower Batteries each 12 x 18 pdrs
= 216 lbs. each minimum crew = 72
Rigging
minimum crew = 20
Full broadside 372 lbs (5 D)
broadside min crew 124
38 Gun Frigate
Foremast 80 Mainmast 90 Mizzen 65
Boats 4 Crew 280
Points value 1333
Gun Batteries each 14 x 18 pdrs
= 252 lbs. each minimum crew = 84
Carronade Batteries each 8 x 32 pdrs
= 256 lbs. each minimum crew = 44
Bow chaser guns 2 x 9 pdrs
= 18 lbs. each minimum
crew = 6
Rigging
minimum crew = 15
Full broadside (c) 508lbs (7D)
broadside min crew 128
32 Gun Frigate
Foremast 80 Mainmast 90 Mizzen 65
Boats 4 Crew 230 Points value 1061
Gun Batteries each 13 x 18 + 3 x 9 pdrs
= 261 lbs. each minimum crew = 87
Bow Carronades 2 X 24 pdrs
= 48 lbs. each minimum
crew = 8
Rigging
minimum crew = 15
Full Broadside 261lbs (3#D)
28 Gun Frigate
Foremast 75 Mainmast 85 Mizzen 60
Boats 3 Crew 190 Points
value 800
Gun Batteries each 14 x 12 pdrs
= 168 lbs. each minimum crew = 56
Bow Carronades 2 x 24 pdr
= 48 lbs. each minimum
crew = 8
Rigging
minimum crew = 15
Full broadside 168lbs (2#D)
broadside min crew 56
14 Gun Brig Sloop
Mainmast 85 Mizzen 60
Boats 2 Crew 90
Points Value 417 Batteries each 1 x 6pdr 6 x 24 pdr
carronades
= 150 lbs. each minimum crew = 26
Rigging
minimum crew = 10
Full broadside c 150lbs (2D)
broadside min crew 26
FRENCH SHIPS (# = half)
120 Gun 1st Rate Ship of the Line
Foremast 120 Mainmast 140 Mizzen 100 Boats
8 Crew 1098
Points Value 4146
Upper Batteries each 17 x 12 + 10 x 8 pdrs
= 284 lbs. each minimum crew =
95
Middle Batteries each 17 x 24 pdrs
= 408 lbs. each minimum crew = 136
Lower Batteries each 16 x 36 pdrs
= 576 lbs. each minimum crew = 192
Side Carronades each 2 x 36 pdrs
= 72 lbs.
minimum crew = 12
Rigging
minimum crew = 30
Full broadside 1268 lbs + 72c (17# +1 D) broadside min crew 435
110 Gun 1st Rate Ship of the Line
Foremast 110 Mainmast 130 Mizzen 90
Boats 8 Crew 1037
Points Value 3879
Upper Batteries each 16 x 12 + 8 x 8 pdrs
= 256 lbs. each minimum crew =
85
Middle Batteries each 16 x 24 pdrs
= 384 lbs. each minimum crew = 128
Lower Batteries each 15 x 36 pdrs
= 540 lbs. each minimum crew = 180
Side Carronades each 2 x 36 pdrs
= 72 lbs.
minimum crew = 12
Rigging
minimum crew = 30
Full broadside 1180 lbs + 72c (16# +1 D) broadside min crew 405
80 Gun 3rd Rate Ship of the Line
Foremast 105 Mainmast 125 Mizzen 85
Boats 6 Crew 840
Points Value 3387
Upper Batteries each 15 x 24 pdrs 9 x 12 pdrs
= 492 lbs. each minimum crew = 164
Lower Batteries each 15 x 36 pdrs
= 540 lbs. each minimum crew = 180
Broadside carronades 3 x 36 pdrs
= 108 lbs. each minimum crew =
18
Rigging
minimum crew = 25
Full broadside 1032lbs +108c (14# +1# D)
broadside min crew 344 + 18
74 Gun 3rd Rate Ship of the Line
Foremast 100 Mainmast 120 Mizzen 80
Boats 6 Crew 690
Points Value 2978
Upper Batteries each 15 x 24 pdrs 8 x 8 pdrs
= 424 lbs. each minimum crew = 141
Lower Batteries each 14 x 36 pdrs
= 504 lbs. each minimum crew = 168
Broadside carronades 2 x 36 pdrs
= 72 lbs. each minimum
crew = 12
Rigging
minimum crew = 20
Full broadside 928lbs +72c (13 +1 D)
broadside min crew 309 + 12
42 Gun Frigate
Foremast 80 Mainmast 90 Mizzen 65
Boats 4 Crew 330 Points
value 1365
Gun Batteries 12 x 24 pdrs 7 x 8pdrs
= 344 lbs. each minimum crew = 115
Stern Carronades 2 x 36 pdrs
= 72 lbs. each minimum
crew = 12
Bow Carronades 2 x 36 pdrs
= 72 lbs. each minimum
crew = 12
Rigging
minimum crew = 15
Full broadside 344lbs (5 D)
broadside min crew 115
38 Gun Frigate
Foremast 75 Mainmast 85 Mizzen 60
Boats 4 Crew 320
Points value 1216
Gun Batteries each 13 x 18 pdrs 6 x 8pdrs
= 282 lbs. each minmum crew =
94
Stern Carronades 2 x 36 pdrs
= 72 lbs. each minimum
crew = 12
Bow Carronades 2 x 36 pdrs
= 72 lbs. each minimum
crew = 12
Rigging
minimum crew = 15
Full broadside 282lbs (4 D)
broadside min crew 94
12 Gun Brig Sloop
Mainmast 85 Mizzen 60
Boats 2 Crew 80
Points Value 341
Gun Batteries each 6 x 8 pdrs
= 48 lbs. each minimum
crew = 16
Rigging
minimum crew = 10
Full broadside 48lbs (# D)
broadside min crew 16
130 Gun 1st rate Ship of the line
Foremast 120 Mainmast 140 Mizzen 100 Boats
9 Crew 1100
Points Value 3862
Upper Batteries each 16 x 8 pdrs 2 x 4 pdrs
= 136 lbs. each minimum crew =
45
U Middle Batteries each 16 x 12 pdrs
= 192 lbs. each minimum crew =
64
L Middle Batteries each 16 x 18 pdrs
= 288 lbs. each minimum crew =
96
Lower Batteries 15 x 36 pdrs
= 540 lbs. each minimum crew = 180
Rigging
minimum crew = 35
Full broadside 1156 lbs (16
D)
broadside min crew 385
112 Gun 1st Rate Ship of the Line
Foremast 110 Mainmast 130 Mizzen 90
Boats 7 Crew 900
Points Value 3484
Upper Batteries each 16 x 12 + 9 x 8 pdrs
= 264 lbs. each minimum crew =
88
Middle Batteries each 16 x 18 pdrs
= 288 lbs. each minimum crew =
96
Lower Batteries each 15 x 36 pdrs
= 540 lbs. each minimum crew = 180
Rigging
minimum crew = 30
Full broadside 1092 lbs (15 D)
broadside min crew 364
84 Gun 3rd Rate Ship of the Line
Foremast 105 Mainmast 125 Mizzen 85
Boats 6 Crew 650
Points Value 3049
Upper Batteries each 16 x 24 pdrs 11 x 8 pdrs
= 472 lbs. each minimum crew = 157
Lower Batteries each 15 x 36 pdrs
= 540 lbs. each minimum crew = 180
Rigging
minimum crew = 25
Full broadside 1012lbs (14 D)
broadside min crew 237
74 Gun 3rd Rate Ship of the Line
Foremast 100 Mainmast 120 Mizzen 80
Boats 6 Crew 530
Points Value 2230
Upper Batteries each 15 x 18 pdrs 8 x 8 pdrs
= 334 lbs. each minimum crew = 111
Lower Batteries each 14 x 24 pdrs
= 336 lbs. each minimum crew = 112
Rigging
minimum crew = 20
Full broadside 670 lbs (9# D)
broadside min crew 223
34 Gun Frigate
Foremast 80 Mainmast 90 Mizzen 65
Boats 4 Crew 280
Points value 1167
Gun Batteries each 17 x 18 pdrs
= 306 lbs. each minmum crew =
102
Rigging
minimum crew =
15
Full broadside 306lbs (4# D)
broadside min crew 102
12 Gun Brig Sloop
Mainmast 85 Mizzen 60
Boats 2 Crew 80
Points Value 341
Gun Batteries each 6 x 8 pdrs
= 48 lbs. each minimum
crew = 16
Rigging
minimum crew = 10
Full broadside 48lbs (# D)
broadside min crew 16
DUTCH SHIPS (# = half)
74 Gun 3rd Rate Ship of the Line
Foremast 100 Mainmast 120 Mizzen 80
Boats 6 Crew 550
Points Value 2526
Upper Batteries each 14 x 18 pdrs 9 x 12 pdrs
= 360 lbs. each minimum crew = 120
Lower Batteries each 14 x 32 pdrs
= 448 lbs. each minimum crew = 149
Rigging
minimum crew = 20
Full broadside 808 lbs (11 D)
broadside min crew 269
68 Gun 4th Rate Ship of the Line
Foremast 95 Mainmast 115 Mizzen 75
Boats 5 Crew 450
Points Value 2221
Upper Batteries each 13 x 18 pdrs 7 x 8 pdrs
= 290 lbs. each minimum crew =
97
Lower Batteries each 13 x 32 pdrs
= 416 lbs. each minimum crew = 139
Bow chaser guns 2 x 12 pdrs
= 24 lbs. each minimum
crew = 8
Rigging
minimum crew = 20
Full broadside 706 lbs (10 D)
broadside min crew 236
58 Gun 5th Rate Ship of the Line
Foremast 90 Mainmast 105 Mizzen 70
Boats 5 Crew 350
Points Value 1483
Upper Batteries each 12 x 12 pdrs 4 x 8 pdrs
= 176 lbs. each minimum crew =
59
Lower Batteries each 12 x 18 pdrs
= 216 lbs. each minimum crew =
72
Bow chaser carronades 2 x 24 pdrs
= 48 lbs. each minimum
crew = 8
Rigging
minimum crew = 20
Full broadside 392 lbs (5# D)
broadside min crew 131
44 Gun Razee
Foremast 90 Mainmast 110
Mizzen 70
Boats 5 Crew 350
Points value 1826
Upper Batteries 9 x 18 pdrs
= 162 lbs. each minimum crew =
54
Main Batteries 13 x 32pdrs
= 416 lbs. each minimum crew =
139
Rigging
minimum crew = 20
Full broadside 578 lbs (8 D)
broadside min crew 193
40 Gun Frigate
Foremast 80 Mainmast 90 Mizzen 65
Boats 4 Crew 280
Points value 1183
Gun Batteries each 13 x 18 pdrs 1 x 8pdrs
= 242 lbs. each minimum crew =
81
Side Carronades 6 x 24 pdrs
= 144 lbs each minimum crew
= 24
Rigging
minimum crew =
15
Full broadside 242 + c144lbs (3# +2 D)
broadside min crew 105
Quick Reference Sheet
Wind direction & Strength? Tacking
across the wind is dangerous safer to wear ship.
Admirals, Commadores, Commanders & Captains D6 6 = hero, 2+ professional,
1 Poltroon.
10% veterans = 2CQ, 10% trained = 1CQ, 10% raw = 0CQ. Add up the CQ units to
assess the crews proficiency. 10CQ = veteran, 6CQ = trained 5CQ or less = raw
Initial Crews campaign proficiencies
(assumption that most crews are trained)
On first action CQ = 2xD6 +F
Fast 0, Normal +2, Slow +4 result as above.
if not otherwise decided D6 = 6 veteran, 3+ trained, 2- raw
Basic Battle Morale
if not otherwise decided, dice for each ships crew
D6 +F Captain hero +1, Captain
poltroon -1, Crew raw -1, Crew veterans +1
= 7 staunch, 5+ good, 3+ average, 1+ poor, 0- mutinous.
Firing
D6 per 72lbs of guns (54 > 89= D, 18 > 53 = #D {half, = D6-2})
Load & Fire
Rates (LFR) It takes one fifth of a
move to fire whilst reloading varies with the crews experience and manning
levels.
LFRs = Raw Staunch 5 fifths, Raw 6 fifths, Raw mutinous 7 fifths,
Trained Staunch 4 fifths, Trained 5 fifths, Trained mutinous 6 fifths,
Veteran Staunch 3 fifths, Veteran 4 fifths, Veteran mutinous 5 fifths.
Undermanned Guns
LFRs= 90% +1 fifth, 80% +2 fifths, 70% +3 fifths, 60% +4 fifths,
50% +5 fifths, 40% +7 fifths, 30% +9
fifths.
0 - 5" number on D6 are hits, 5"+ D6-1, 10"+ D6-2, 15"+
D6-3, 20"+ D6 -4, 25"+ D6 -5, 30" -36" D6 -6. Shore
Batteries add two to the dice, Ships anchored or moored add one to the dice.
First broadside loaded with extra care add 20% to hits achieved..
Raking a ship from the stern 200% hits. Raking a ship from the bow 150% hits.
To qualify as raking the
masts of the target must be in line with the broadside firing area.
Half raking from either end 125% of hits (within 30 degrees of centre line).
Ranges
5"- D6, 5"+ D6 -1, 10"+ D6 -2, 15"+ D6 -3, 20"+
D6 -4, 25"+ D6 -5 Number of hits.
DAMAGE HITS
solid shot at hull, crew -1
man, guns -2 lbs., mast -1, Note hull
hits. dismantling shot mast -2,
crew - half a man for each hit (rounding up).
grape shot
(can be fired up to 10" only) 2 men per hit or 25% of targets crew whichever is
the smaller.
Hits on mast values are shared equally between the three masts or whatever
remains standing normally, or, when raking or half raking shared on a ratio 3:
2: 1 to the mast nearest. Masts always collapse to leeward. To clear mast
wreckage start dicing each fifth, three fifths after it fell, D10 +F Crew
raw -1, Crew Veteran +1
= 8+ wreckage cleared
The ship drifts downwind whilst clearing
the damage.
FOR EVERY TWO SIXES IN A BROADSIDE A FIRE IS STARTED.
FOR EVERY TWO FIVES IN A BROADSIDE A BOAT IS WRECKED.
MORALE
D6 + Factors Tested
when.....
Ship is totally dismasted. Ship loses boarding action on own ship.
Ship has lost 20% of original crew and again at 40%, 60% & 80%.
Challenged to surrender within 4" when a mast is down or has been raked or is
fleeing.
Ship has fire out of control. Ship Captain is killed (Not Staff Officer)
Factors
Staunch Crew +2, Good crew +1, Hero captain +1, Staff Officer Hero aboard +2,
Regular Staff Officer aboard +1, captured an enemy ship +2, if other enemy ships
have surrendered (only one) +1, allied ships within 5" bulwark to bulwark +1,
Challenger rates smaller, Captain a Poltroon -1, Mutinous crew -2, poor crew -1,
Hero Captain killed -2, Regular Captain killed
-1, 40% casualties -1, 60% casualties -2, 80% casualties -4, allied ship
has surrendered (only one) -1, disordered -1, disorganised -2, mast down -1,
totally dismasted -2, Challenger rates larger. (Rates 3 decker, 2 decker,
Frigate, Sloop, Merchant, boat)
Results = 4+ fight on, 3 fight on
disordered fire halved, 2
disorganised no fire for 5 fifths of a move (then 5 fifths disordered),
1- surrender if challenged by an enemy ship within 4" otherwise flee the
field as fast as possible.
Fleeing ships
or Commanders dice again for morale if challenged.
The Action at Estrecho da Barra
On to the crossing of the swamp