A ship is considered in danger of sinking once all of its hull points have been destroyed (see damage to hull and rigging). At that point, the ship can no longer be sailed or its weapons fired. All crew and persons aboard are considered to be acting to keep the ship afloat. The minimum number of persons necessary to keep the ship afloat under these circumstances is equal to the number of unprotected hull points.
Further ship’s weapons hits on the ship at this time will not increase the chance of the ship sinking. If the ship is rammed, that would be sufficient to scuttle it.
If the ship is scuttled, or the persons keeping the ship afloat are removed, or physically kept from preserving the ship, the ship will sink. To determine how long this takes, roll a d20 to determine a total of 5 to 100 rounds; this number is then divided by the wind speed, so that it be calculated in seconds.
Saving the Ship
With sufficient time and depending on the quality of the crew, the materials aboard ship can be repurposed to provide a sinking ship with effectively 1 hull point. When calculating the chance of success, rules for wind change are suspended, based on the presumption that while the wind may change critically over the course of a battle, the pre-existing wind is presumed to remain consistent over a long period.
After each hour of steady work, the crew is entitled to a roll to save the ship from drowning. A d20 is rolled. The base chance for success is 12 or better. The wind speed is then added to this number, from 0 to 12. The crew quality then provides a modifier: poor (-2), green (0), average (+1), crack (+3) and elite (+4).
Success indicates that a turning point has been reached and that the ship will be kept entirely from sinking once three more hours of labour are invested. Even if the crew are very tired at this point, they will be able to sleep in shifts and yet save the ship.
Failure, however, will mean that another hour must be spent before there is again a chance of success. Each hour is counted towards the crew’s hours total activity for that day, including the number of hours before the naval battle occurred. If, by the 10th hour, the ship hasn’t been saved, each hour afterwards imposes a cumulative -1 penalty against success. When success ceases to be possible, the crew collapses and the ship will sink in 5 to 100 rounds.
If the full effort to save the ship was employed, so that the crew forced their labour past 10 hours, then no one will be able to swim; they must find a means of staying afloat that does not require physical exertion, or they will drown.
If the ship is saved, it is considered to have 1 hull point. If it retains at least one mast, it can be sailed with a yare of E. If the masts are destroyed, and there is no stored rigging aboard the ship, it can only drift. This permits at least a chance that those aboard will be rescued.
See Naval Combat
Saturday, March 16, 2019
Damage to Hull & Rigging

Total hull points are divided into “exterior” (EH) and “unprotected” (UH) hulls, in a ratio of 2:1. The caravel, for example, has a total of 30 hull points. Two thirds of these, a total of 20, are assigned to the exterior hull. The remaining 10 are assigned to the endangered hull. Where a fraction occurs, always assign the extra hull point to the exterior hull.
Rigging points are divided into blocks of 4 squares, with the remainder making up a block of 1 to 3 squares. Each block is a mast. These should be labelled, in order of presence, the main-mast, mizzen-mast, or fore mast; if there is a fourth mast, this is the jigger mast.
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A caravel has 8 rigging points, which are divided into two masts, the main-mast and the mizzen-mast.
The layout of squares for a caravel would appear as shown in the image, with four blocks of squares, two representing the hull and two representing the mast.
Assigning Damage
All hull damage is assigned to the EH, or exterior hull, until that part of the hull is completely destroyed. Thereafter, further damage is recorded against the UH, or unprotected hull. When the EH is gone, the ship’s condition in the water has begun to sag; the ship’s yare is reduced by one degree (from A to B, from B to C, and so on).
When the UH is gone, the ship is considered in such danger of sinking that it cannot be sailed or the weapons fired. All crew and persons aboard are considered to be acting to keep the ship afloat. If these persons are removed, the ship will sink completely in 5 to 100 rounds, a number that is divided by the wind speed and may be calculated in seconds.
When a hit succeeds against the rigging within a ship’s hex, the mast nearest that hex is affected (therefore, all the ship’s hexes in a ship’s design should be designated to a particular mast). When a mast is completely destroyed, the ship’s yare is reduced by one degree. This happens each time a mast is destroyed. The ship’s yare cannot be reduced below a yare of E. When all rigging is destroyed, the ship can take no actions except to drift.
When assigning half a point of damage to either the rigging or the hull, draw a single line through a box, as shown. When assigning a full damage to a hull box, draw a cross inside the box to show that strength point is completely destroyed.
See Naval Combat
Arc of Fire
Describes the area which can be fired upon by a siege engine, determined by the position it is facing. Because a ship’s weapon cannot easily be rotated, there is little time during the loading phase that the weapon can be even incrementally adjusted. This limits the arc of fire to only 30-degrees, as shown below.
Weapons placed on hardpoints located at the fore and aft corners of the ship’s configuration can be adjusted to one of three facings, as shown: directed forward, forward and to the side (as shown in the image), or rearward and to the side. When a weapon is ready to fire, whatever the facing may happen to be when the weapons is loaded, the crew must wait until the desired target moves into the arc of fire, or otherwise fires at whatever happens to be within that arc.
This vastly limits the use of weapons as an attack form … which is INTENTIONAL for game purposes. It is noted that the arcs of fire for the positions of the ship’s weapon are NOT interlocking. While not a simulation of reality, it does control the variables for resolving combat in a game space with a minimum or conflicts when determining the arc of fire that can be hit. Interlocking arcs of fire can be created by allowing the ship’s weapon to turn half-hex increments, if the DM prefers.
If the hardpoint is located on the side of the ship, then the facing of the weapon is limited to either towards the forward or towards the rear, as shown. Again, half-hex increments will allow the weapon to be turned so that it fires perpendicular to the ship.
The time needed to change the facing of a siege weapon 60-degrees is equivalent to the time needed to load the weapon. The weapon must be unloaded before it can be turned.
See Naval Combat
Weapons placed on hardpoints located at the fore and aft corners of the ship’s configuration can be adjusted to one of three facings, as shown: directed forward, forward and to the side (as shown in the image), or rearward and to the side. When a weapon is ready to fire, whatever the facing may happen to be when the weapons is loaded, the crew must wait until the desired target moves into the arc of fire, or otherwise fires at whatever happens to be within that arc.
This vastly limits the use of weapons as an attack form … which is INTENTIONAL for game purposes. It is noted that the arcs of fire for the positions of the ship’s weapon are NOT interlocking. While not a simulation of reality, it does control the variables for resolving combat in a game space with a minimum or conflicts when determining the arc of fire that can be hit. Interlocking arcs of fire can be created by allowing the ship’s weapon to turn half-hex increments, if the DM prefers.
The time needed to change the facing of a siege weapon 60-degrees is equivalent to the time needed to load the weapon. The weapon must be unloaded before it can be turned.
See Naval Combat
Hardpoints
Strengthened, open places upon the deck of a ship, providing space for ship’s weapons. Hardpoints are fitted along the port or starboard sides of the ship, enabling fire to be directed outward. Weapons placed on hardpoints can be shifted towards different hex faces, using a system of pulleys connected to rings set into the deck. Each facing allows a 30-degree arc of fire in the direction the artillerist crew desires.
Placed weapons are measured against their hardpoint cost, as shown on the table. Though any ballista or catapult may be placed on any hardpoint, the total hardpoint cost for all weapons that are placed cannot exceed the tonnage of the ship. Therefore, an 70-ton vessel could not mount four light catapults, but it could mount three light catapults and a light ballista (total 68). The same vessel could also mount four heavy ballistas (total 60).
There is no rule for the dispersal of weapons between forward, aft or amidships, nor between port and starboard.
Hardpoints located on the port side cannot be used to fire missiles across the deck towards starboard, and vice versa.
See Naval Combat
Placed weapons are measured against their hardpoint cost, as shown on the table. Though any ballista or catapult may be placed on any hardpoint, the total hardpoint cost for all weapons that are placed cannot exceed the tonnage of the ship. Therefore, an 70-ton vessel could not mount four light catapults, but it could mount three light catapults and a light ballista (total 68). The same vessel could also mount four heavy ballistas (total 60).
There is no rule for the dispersal of weapons between forward, aft or amidships, nor between port and starboard.
Hardpoints located on the port side cannot be used to fire missiles across the deck towards starboard, and vice versa.
See Naval Combat
Tuesday, March 12, 2019
Ship's Weapons
As explained on the ship types page, different makes and models of ships are fitted with hardpoints. These are strengthened, open places upon the deck of a ship. These weapons can be used to attack other ships at a distance during the ship battle, destroying hulls, rigging, crew or other hardpoints.
There are two forms of siege engine that can be mounted on a ship’s hardpoint: the ballista and the catapult. These each have a heavy and a light configuration. All configurations require one hardpoint when emplaced, but the number of heavy emplacements may be limited by the ship’s cargo capacity.
Each hardpoint allows the weapon to be turned using a system of pulleys connected to rings set into the deck. Each position allows only a 30° arc of fire, the specifics of which depend upon the design of the ship, its length and distribution of its hardpoints. Prior to firing, line of sight must be established. If an enemy ship passes into the siege weapon’s arc of fire and the weapon has line of sight on that target, and presuming the target is in range, the weapon is free to fire.
Range is determined by counting counting the number of combat hexes ~ or where convenient, the number of ship hexes and then multiplying by four.
Firing
Prior to throwing a die, the artillerist MUST specify whether the shot is aimed at the enemy ship’s hull or rigging. If neither is specified, the default target will always be the ship’s hull. The artillerist MUST also specific the specific ship hex being targeted. If this hex is not specified, the default target will be the nearest ship hex occupied.
When firing, the artillerist in charge of the crew rolls to hit with a d20, according to their THAC0 but not including dexterity bonuses. Treat the enemy ship’s hull as AC 3; treat its rigging as AC 0.
The artillerist receives penalties and bonuses as follows: when firing against an enemy’s broadside (+1); when the firing ship is at anchor (+2); strong breeze (-2); near gale (-3); gale (-5); medium range (-2); long range (-5). Ship’s weapons cannot be effectively loaded or fired if the wind force is greater than 8.
Treat all rolled 1s as a misfire, with no other results except the weapon will need to be reloaded from scratch. A natural 20 indicates a critical hit (see below).
When a successful hit is made whether against the hull or the rigging, consult the correct table, either Hits Targeting the Hull or Hits Targeting the Rigging.
These tables are then adjusted according to the type of siege engine being fired, according to the Ship’s Weapon Table:
Resolution
For non-critical hits, roll a d20 on the Standard Hit Table upon either the hull or rigging chart. Standard hits are resolved as follows:
For critical hits, roll on both the Standard Hit Table AND the Critical Hit Table upon either the hull or rigging chart. Critical hits are resolved as follows:
See Naval Combat
There are two forms of siege engine that can be mounted on a ship’s hardpoint: the ballista and the catapult. These each have a heavy and a light configuration. All configurations require one hardpoint when emplaced, but the number of heavy emplacements may be limited by the ship’s cargo capacity.
Each hardpoint allows the weapon to be turned using a system of pulleys connected to rings set into the deck. Each position allows only a 30° arc of fire, the specifics of which depend upon the design of the ship, its length and distribution of its hardpoints. Prior to firing, line of sight must be established. If an enemy ship passes into the siege weapon’s arc of fire and the weapon has line of sight on that target, and presuming the target is in range, the weapon is free to fire.
Range is determined by counting counting the number of combat hexes ~ or where convenient, the number of ship hexes and then multiplying by four.
Firing
Prior to throwing a die, the artillerist MUST specify whether the shot is aimed at the enemy ship’s hull or rigging. If neither is specified, the default target will always be the ship’s hull. The artillerist MUST also specific the specific ship hex being targeted. If this hex is not specified, the default target will be the nearest ship hex occupied.
When firing, the artillerist in charge of the crew rolls to hit with a d20, according to their THAC0 but not including dexterity bonuses. Treat the enemy ship’s hull as AC 3; treat its rigging as AC 0.
The artillerist receives penalties and bonuses as follows: when firing against an enemy’s broadside (+1); when the firing ship is at anchor (+2); strong breeze (-2); near gale (-3); gale (-5); medium range (-2); long range (-5). Ship’s weapons cannot be effectively loaded or fired if the wind force is greater than 8.
Treat all rolled 1s as a misfire, with no other results except the weapon will need to be reloaded from scratch. A natural 20 indicates a critical hit (see below).
When a successful hit is made whether against the hull or the rigging, consult the correct table, either Hits Targeting the Hull or Hits Targeting the Rigging.
These tables are then adjusted according to the type of siege engine being fired, according to the Ship’s Weapon Table:
Resolution
For non-critical hits, roll a d20 on the Standard Hit Table upon either the hull or rigging chart. Standard hits are resolved as follows:
Hull or rigging hits. Record damage to hull & rigging on the ship’s damage sheet, kept by ship’s captain. See critical hits, below.Crew. Causes h.p. damage to a random combatant/crew/passenger located in the targeted ship hex or above it. Determine skipping or shrapnel damage as applicable.Hardpoint. Result automatically wrecks, damages, impairs or offsets the enemy ship’s weapons according to the fired weapon’s effect as listed on the Ship’s Weapons Table.
For critical hits, roll on both the Standard Hit Table AND the Critical Hit Table upon either the hull or rigging chart. Critical hits are resolved as follows:
Anchor winch destroyed. Causes no additional damage, but the anchor cannot be used. If the anchor is lowered when the winch is hit, this cuts the anchor cable, releasing the ship. See rules under anchor.Calculate crew falling. Crews hit on the rigging table give priority to hit crew working in the rigging. Hits that stun lock require a dexterity check. Failure indicates the crew member has fallen and addition damage needs to be calculated.Double hit damage. Describes damage done to the hull or rigging. Apply adjustment from weapon to damage before multiplying. For example, if a light ballista rolled ½ standard damage, the ½ would be subtracted before doubling, so that no damage was caused. However, if the same standard damage was done by a heavy catapult ball, +½ would be added to the damage and the result would be doubled for a total of 2 damage.Escalate hardpoint effect. Increase the effect against hardpoints normally done by the weapon, from offset to impair, damage, wreck and ultimately to destroy (indicating the weapon cannot be rebuilt)Fallen rigging. Coils and ropes snarls hardpoints in the section of the ship associated with the targeted ship hex: the fore, stern or amidships. No ship’s weapon in the affected section may load or fire for 2 to 5 rounds as the weapons are clear.Hits player character, officer or captain. Assumes said person is located in the targeted hex. Randomly determine if necessary.Mast is hit and falls. If the ship still has a mast standing, reduce the yare of the ship by one degree. If the ship has no mast remaining, the ship is set adrift.Punches through deck. Missile penetrates to crew quarters, galley or captain’s quarters, skipping within space or scattering shrapnel. Roll item saving throws for delicate items vs. normal blow.Roll morale checks. All crew members in the targeted ship’s hex make a combat check. Sympathetic checks may spread to other ship’s hexes according to the rules on the morale page. Individuals will freeze or move to the safest places aboard ship (never below!) and cannot participate in combat, loading or firing weapons or acting as crew members. See “restoring fails” on the morale page.Shrapnel to artillerist crew. All members of the artillerist crew actively loading the weapon or waiting to fire suffer 2-8 damage.Starts fire. Lamp or other combustable material, either above or below decks (see punches through deck) causes a fire to start. Assign 2 to 3 persons (rolled) to fight fighter. Once the fire is reached and a full round of movement has been committed by the needed persons, roll a d6: fire put out (1-3); fire destroys point of hull (4-5); fire out of control (6). If the fire begins to burn out of control, it will consume one hull point per round thereafter unless doused by spell or other comprehensive means.Steering damaged. The ship cannot be turned to a different heading with respect to the wind for 3-6 rounds; crack and elite crews reduce this trouble by -1 and -2 rounds respectively. Time needed is predictable and can be provided for the captain when the damage occurs.Waterline damage. The ship’s hull has been hit near enough the water line that 2 to 5 crew members (rolled) must be assigned to keep the ship from sinking. Failure to provide the full complement of crew required will reduce the ship’s yare by one degree every 4 rounds, while the ship will be reduced to drifting in 16 rounds. Waterline damage hits are culmulative.
See Naval Combat
Monday, March 11, 2019
Ballista
Similar to a giant crossbow, the weapon relies upon two levers with torsion springs consisting of several loops of twisted skeins. The parts of the bow which form the ends bend towards one another by means of a short rope fastened between them; a shaft is placed into a groove, which is about one half the length of the missile fired, but four times as wide. As the missile is discharged from the shaft, wooden fletching produces a controlled ballistic; the missile hits objects with great force, commonly killing an ordinary person outright on a clean hit, even through armour.
Ballista can be mounted atop walls and on ships. Small ballista of special design, called carroballista, can be emplaced on large wagons.
Ballista bolts will split into dangerous splinters when hitting hard surfaces (applies only to missed shots), which creates shrapnel.
Ballista can be mounted atop walls and on ships. Small ballista of special design, called carroballista, can be emplaced on large wagons.
Ballista bolts will split into dangerous splinters when hitting hard surfaces (applies only to missed shots), which creates shrapnel.
Heavy Ballista
Weight: 500 lbs.
Minimum crew: 4
Range: 305 feet; short (4-14); medium (15-28); long (29-61)
Projectile weight: 7 lbs
Damage vs. h.p.: 3-24
Rounds to load: 4
Hardpoint cost: 15 tons
Light Ballista
Weight: 250 lbs.
Minimum crew: 3
Range: 350 feet; short (2-15); medium (16-32); long (33-70)
Projectile weight: 4½ lbs
Damage vs. h.p.: 3-18
Rounds to load: 3
Hardpoint cost: 8 tons
See Also,
Combat
Hardpoints
Naval Combat
Siege Engines
Minimum crew: 4
Range: 305 feet; short (4-14); medium (15-28); long (29-61)
Projectile weight: 7 lbs
Damage vs. h.p.: 3-24
Rounds to load: 4
Hardpoint cost: 15 tons
Light Ballista
Weight: 250 lbs.
Minimum crew: 3
Range: 350 feet; short (2-15); medium (16-32); long (33-70)
Projectile weight: 4½ lbs
Damage vs. h.p.: 3-18
Rounds to load: 3
Hardpoint cost: 8 tons
See Also,
Combat
Hardpoints
Naval Combat
Siege Engines
Friday, March 8, 2019
Mangonel
Also called the traction trebuchet, a siege engine used throughout Eurasia, particularly in backward regions bereft of the development of the trebuchet, which replaces it. The mangonel operates on manual force pulling cords attached to a lever and sling to launch projectiles. Less complex than the torsion-powered catapult, it was simpler and required less competence to build, while providing comparable range and power.
Weight: 800 to 1400 lbs
Minimum crew: 8
Range: 280 feet; short (12-15); medium (16-30); long (31-56)
Projectile weight: 11 lbs
Damage: similar to light catapult
Weight: 800 to 1400 lbs
Minimum crew: 8
Range: 280 feet; short (12-15); medium (16-30); long (31-56)
Projectile weight: 11 lbs
Damage: similar to light catapult
Thursday, March 7, 2019
Ship Types
There are two classifications of ships: sailing ships and oar-driven vessels.
Sailing ships are classed according to how easily they can be handled and how quickly the ship responds to the helm. This is their “yare.” There are five types of ship, ranging from yare A to yare E. Light ships with lateen sails are more likely to be classed as yare A, whereas very heavy square-sailed ships are likely to be classed as yare E. This is not always the case, as draft, beam to length ratio and the number of masts can make ships more or less yare.
Oar-driven ships are classed according to their purpose, and described as ramships, merchant ships and barges. These are further classed as “heavy” or “light.” Heavy ships reflect yare D & E vessels with respect to drifting. Light ships reflect yare C vessels. Some oar-driven vessels can be sailed.
The following ships are available for purchase and use in my game world; the list is subject to expansion at a later date.
Barge: river vessels of varying sizes designed to haul goods up and down stream.
Bireme: light galley designed for battle, beached at night.
Caravel: ocean-going, manoeuvrable 2-masted sailing ship.
Carrack: heavy ocean-going trade ship designed for long voyages.
Coaster: light coastal vessel based on the cog, used as a local service boat.
Cog: broad, single-masted vessel, primitive in design but still working in parts of the world.
Dekares: immense cataphracted oared galley designed to transport infantry and marines.
Dogger: two-masted, sturdy, seagoing fishing vessel.
Holk: ponderous sea-going vessel that is highly fortified.
Junk: sailing ship favored by merchants, with river-going and sea-going forms, replete with isolated compartments.
Ketch: two-masted, large maneuverable ocean-going fishing vessel.
Knarr: light ship built for sea journeys but dangerous in heavy weather.
Yawl: light two-masted vessel used for lake fishing and communications.
The compiled list below allows comparison between these ships.
Strength indicates the number of defensive squares the ship has when attacked by ship’s weapons. Hardpoints describe the number of possible emplacements of ship’s weapons that the ship can carry. Draft is the depth of water the ship can move through without striking the bottom or running aground.
Quarters are enclosed rooms, usually large enough to provide comfortable space for two beds, or uncomfortable space for four. If there are more than two quarters on a ship, a captain’s quarters is usually included, which will be a space large enough for a full bed, desk, chair, map bureau and weapons locker. Berths are enclosed areas large enough for 8-12 persons each, depending on comfort. Additional crew are forced to find sleep where they can, noting that during bad weather most crew are working, while day-and-night ships allow beds to be shared among two to three crewmen.
Cargo describes all weight carried, including the weight of the crew, equipment, tools, furnishings and stores, in addition to weight carried for transport. Crew includes officers and ratings. Oarsmen are commanded by the crew. Construction time requires a full yard and two shipwrights per 8 hull or part thereof. Adding laborers will not improve construction time (as each part of the ship must be built by a controlled number of wrights before the next job can be initiated.
See Naval Combat
Oar-driven ships are classed according to their purpose, and described as ramships, merchant ships and barges. These are further classed as “heavy” or “light.” Heavy ships reflect yare D & E vessels with respect to drifting. Light ships reflect yare C vessels. Some oar-driven vessels can be sailed.
The following ships are available for purchase and use in my game world; the list is subject to expansion at a later date.
Barge: river vessels of varying sizes designed to haul goods up and down stream.
Bireme: light galley designed for battle, beached at night.
Caravel: ocean-going, manoeuvrable 2-masted sailing ship.
Carrack: heavy ocean-going trade ship designed for long voyages.
Coaster: light coastal vessel based on the cog, used as a local service boat.
Cog: broad, single-masted vessel, primitive in design but still working in parts of the world.
Dekares: immense cataphracted oared galley designed to transport infantry and marines.
Dogger: two-masted, sturdy, seagoing fishing vessel.
Holk: ponderous sea-going vessel that is highly fortified.
Junk: sailing ship favored by merchants, with river-going and sea-going forms, replete with isolated compartments.
Ketch: two-masted, large maneuverable ocean-going fishing vessel.
Knarr: light ship built for sea journeys but dangerous in heavy weather.
Yawl: light two-masted vessel used for lake fishing and communications.
The compiled list below allows comparison between these ships.
Strength indicates the number of defensive squares the ship has when attacked by ship’s weapons. Hardpoints describe the number of possible emplacements of ship’s weapons that the ship can carry. Draft is the depth of water the ship can move through without striking the bottom or running aground.
Quarters are enclosed rooms, usually large enough to provide comfortable space for two beds, or uncomfortable space for four. If there are more than two quarters on a ship, a captain’s quarters is usually included, which will be a space large enough for a full bed, desk, chair, map bureau and weapons locker. Berths are enclosed areas large enough for 8-12 persons each, depending on comfort. Additional crew are forced to find sleep where they can, noting that during bad weather most crew are working, while day-and-night ships allow beds to be shared among two to three crewmen.
Cargo describes all weight carried, including the weight of the crew, equipment, tools, furnishings and stores, in addition to weight carried for transport. Crew includes officers and ratings. Oarsmen are commanded by the crew. Construction time requires a full yard and two shipwrights per 8 hull or part thereof. Adding laborers will not improve construction time (as each part of the ship must be built by a controlled number of wrights before the next job can be initiated.
See Naval Combat
Tuesday, March 5, 2019
Yawl
Sleek, light two-masted vessel, very manoeuvrable and fast, used for lake and sea fishing, messages, envoys and communication. Despite the draft, the ship is commonly used for river travel. Similar to the ketch, with important distinctive design differences.
Yare: A
Dimensions: length (35 ft.); beam (9½ ft.); keel to prow (18 ft.)
Strength: hull (14 pts.); rigging (4 pts.)
Hardpoints: amidships (1)
Draft: 4 ft.
Staterooms: quarters (1); decks (1½)
Cargo: 9 tons
Crew: 7
Construction Time: 4 months
Yare: A
Dimensions: length (35 ft.); beam (9½ ft.); keel to prow (18 ft.)
Strength: hull (14 pts.); rigging (4 pts.)
Hardpoints: amidships (1)
Draft: 4 ft.
Staterooms: quarters (1); decks (1½)
Cargo: 9 tons
Crew: 7
Construction Time: 4 months
Dogger
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Couldn't quite find an attractive picture of a 17th century dogger; something like this but larger. |
Features a single forward cabin with hardpoint on the bow.
Yare: C
Dimensions: length (45 ft.); beam (18 ft.); keel to cabin roof (17 ft.)
Strength: hull (15 pts.); rigging (8 pts.)
Hardpoints: forward (1)
Draft: 2 ft.
Staterooms: quarters (1); decks (1½)
Cargo: 20 tons
Crew: 11
Construction Time: 1 month
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Ketch
Includes the crayer and similar to the yawl, a two-masted ocean-going fishing boat with a large fore-and-aft sail on the mainmast, which is taller than the mizzen. To assist going windward, a ketch will usually carry at least one foresail such as a jib or genoa. Some ketches will give a +1 movement bonus when reaching or running with the wind.
Yare: B
Dimensions: length (75 ft.); beam (18 ft.); keel to poop (38 ft.)
Strength: hull (30 pts.); rigging (8 pts.)
Hardpoints: amidships (4)
Draft: 8 ft.
Staterooms: quarters (2); berths (2); decks (3)
Cargo: 77 tons
Crew: 14
Construction Time: 7 months
Yare: B
Dimensions: length (75 ft.); beam (18 ft.); keel to poop (38 ft.)
Strength: hull (30 pts.); rigging (8 pts.)
Hardpoints: amidships (4)
Draft: 8 ft.
Staterooms: quarters (2); berths (2); decks (3)
Cargo: 77 tons
Crew: 14
Construction Time: 7 months
Knarr
Also called the snaika, a ship built for long sea voyages. Wider, deeper and shorter than a Viking longship, these supplanted old ships as trade became more important to Scandinavia than raiding. Popular in northern Europe. Though dangerous, these ships are used to carry stores to Iceland, Greenland and Vinland, as well as trading goods with the British Isles and the Mediterranean.
The boat is covered with heavy skins stretched over a deep hull where cargo is stored. In heavy weather, waves will break over the top of the ship while it remains seaworthy.
Yare: C
Dimensions: length (50 ft.); beam (15 ft.); keel to prow (12 ft.)
Strength: hull (17 pts.); rigging (4 pts.)
Hardpoints: none
Draft: 2 ft.
Staterooms: quarters (1); decks (1)
Cargo: 13 tons
Crew: 8
Construction Time: 3 weeks
See Also,
Naval Combat
Ship Types
Wind Effects on Movement
The boat is covered with heavy skins stretched over a deep hull where cargo is stored. In heavy weather, waves will break over the top of the ship while it remains seaworthy.
Yare: C
Dimensions: length (50 ft.); beam (15 ft.); keel to prow (12 ft.)
Strength: hull (17 pts.); rigging (4 pts.)
Hardpoints: none
Draft: 2 ft.
Staterooms: quarters (1); decks (1)
Cargo: 13 tons
Crew: 8
Construction Time: 3 weeks
See Also,
Naval Combat
Ship Types
Wind Effects on Movement
Junk
Describes the most common type of junk used by independent merchants in Eastern Asia. This sailing ship employs fully battened sails and has been continuously in use since ancient times. Built of teak from Guangdong, the multiple internal compartments and bulkheads are accessed by separate hatches and ladders, reminiscent of the internal structure of bamboo.
The hull has a horseshoe-shaped stern supporting a high poop deck. Seagoing junks incorporate a keel for sea travel (it is unreliable as an ocean-going vessel), but the river junk has no keel and relies on a daggerboard, leeboard or very large rudder to prevent the boat from slipping sideways in the water.
Junks employ stern mounted rudders; this allows height adjustment of the rudder to the depth of the water and reduces damage should the junk ground. The rudder is fenestrated with large diamond-shaped holes, adopted to lessen the force needed to direct the steering of the rudder. It is usually made of elm.
River Junk
Yare: B
Dimensions: length (70 ft.); beam (19 ft.); keel to poop (22 ft.)
Strength: hull (23 pts.); rigging (11 pts.)
Hardpoints: forward (2); stern (2); amidships (1)
Draft: 1½ ft.
Staterooms: quarters (1); decks (2)
Cargo: 19 tons
Crew: 16
Construction Time: 33 days
Sea-going Junk
The hull has a horseshoe-shaped stern supporting a high poop deck. Seagoing junks incorporate a keel for sea travel (it is unreliable as an ocean-going vessel), but the river junk has no keel and relies on a daggerboard, leeboard or very large rudder to prevent the boat from slipping sideways in the water.
Junks employ stern mounted rudders; this allows height adjustment of the rudder to the depth of the water and reduces damage should the junk ground. The rudder is fenestrated with large diamond-shaped holes, adopted to lessen the force needed to direct the steering of the rudder. It is usually made of elm.
River Junk
Yare: B
Dimensions: length (70 ft.); beam (19 ft.); keel to poop (22 ft.)
Strength: hull (23 pts.); rigging (11 pts.)
Hardpoints: forward (2); stern (2); amidships (1)
Draft: 1½ ft.
Staterooms: quarters (1); decks (2)
Cargo: 19 tons
Crew: 16
Construction Time: 33 days
Sea-going Junk
Yare: C
Dimensions: length (75 ft.); beam (20 ft.); keel to poop (34 ft.)
Strength: hull (25 pts.); rigging (12 pts.)
Hardpoints: forward (2); stern (2); amidships (2)
Draft: 4 ft.
Staterooms: quarters (1); decks (3)
Cargo: 35 tons
Crew: 17
Construction Time: 2 months
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Dimensions: length (75 ft.); beam (20 ft.); keel to poop (34 ft.)
Strength: hull (25 pts.); rigging (12 pts.)
Hardpoints: forward (2); stern (2); amidships (2)
Draft: 4 ft.
Staterooms: quarters (1); decks (3)
Cargo: 35 tons
Crew: 17
Construction Time: 2 months
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Carrack
A tall three-masted ocean-going ship developed from the cog, large enough to be stable in heavy seas, for a large cargo and for the provisions needed for very long voyages. Carracks are square-rigged on the foremast and mainmast, while being lateen-rigged on the mizzenmast.
They have a high rounded stern with large stern castle, with a slightly shorter forecastle. The stern castle is often stepped, with a lower fore and a higher aft. The height of the ship is part of its superiority, as it is difficult to board once grappled.
The Indian Carrack describes ships used by the English, French, Dutch and Portuguese to round the Horn of Africa to trade with the Far East.
Common Carrack
Yare: C
Dimensions: length (115 ft.); beam (27 ft.); keel to stern castle (49 ft.)
Strength: hull (45 pts.); rigging (12 pts.)
Hardpoints: forward (4); stern (6); amidships (2)
Draft: 9 ft.
Staterooms: captain (1); quarters (3); berths (3); decks (4½)
Cargo: 360 tons
Crew: 21
Construction Time: 13 months
Indian Carrack
Yare: C
Dimensions: length (196 ft.); beam (46 ft.); keel to stern castle (83 ft.)
Strength: hull (77 pts.); rigging (20 pts.)
Hardpoints: forward (6); stern (10); amidships (4)
Draft: 16 ft.
Staterooms: captain (1); quarters (8); berths (21); decks (7½)
Cargo: 1,763 tons
Crew: 63
Construction Time: 3½ years
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
They have a high rounded stern with large stern castle, with a slightly shorter forecastle. The stern castle is often stepped, with a lower fore and a higher aft. The height of the ship is part of its superiority, as it is difficult to board once grappled.
The Indian Carrack describes ships used by the English, French, Dutch and Portuguese to round the Horn of Africa to trade with the Far East.
Common Carrack
Yare: C
Dimensions: length (115 ft.); beam (27 ft.); keel to stern castle (49 ft.)
Strength: hull (45 pts.); rigging (12 pts.)
Hardpoints: forward (4); stern (6); amidships (2)
Draft: 9 ft.
Staterooms: captain (1); quarters (3); berths (3); decks (4½)
Cargo: 360 tons
Crew: 21
Construction Time: 13 months
Indian Carrack
Yare: C
Dimensions: length (196 ft.); beam (46 ft.); keel to stern castle (83 ft.)
Strength: hull (77 pts.); rigging (20 pts.)
Hardpoints: forward (6); stern (10); amidships (4)
Draft: 16 ft.
Staterooms: captain (1); quarters (8); berths (21); decks (7½)
Cargo: 1,763 tons
Crew: 63
Construction Time: 3½ years
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Monday, March 4, 2019
Dekares
An immense cataphracted galley primarily designed to deliver a contingent of marines into a battle, as space for hundreds of marines is available upon the uppermost deck as well as below. The hardpoints amidships are often used for siege towers up to 20 feet high, allowing bowmen to rain fire on enemy decks while defended. The bow and stern are further defended by castles.
Type: heavy galley
Dimensions: length (150 ft.); beam (40 ft.); keel upper deck (43 ft.)
Strength: hull (135 pts.); rigging (8)
Hardpoints: forward (5); stern (5); amidships (14)
Draft: 6 ft.
Staterooms: captain (1); officer quarters (7); berths (13); decks (3½)
Cargo: 318 tons
Crew: crew (22); oarsmen (176)
Construction Time: 2 years
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Type: heavy galley
Dimensions: length (150 ft.); beam (40 ft.); keel upper deck (43 ft.)
Strength: hull (135 pts.); rigging (8)
Hardpoints: forward (5); stern (5); amidships (14)
Draft: 6 ft.
Staterooms: captain (1); officer quarters (7); berths (13); decks (3½)
Cargo: 318 tons
Crew: crew (22); oarsmen (176)
Construction Time: 2 years
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Cog
A broad, single-masted vessel with square rigging, high sides and a relatively flat bottom, stable enough to be sea-going but not safe for ocean journeys. The ship has a small castle both fore and aft. These ships are common in the Baltic Sea, where sufficient but controlled winds enable good navigation, while the hull is strengthened against sea ice. They are less practical in the Mediterranean, where the winds are not as strong much of the year or against the heavy winter seas.
Small Cog
Yare: D
Dimensions: length (75 ft.); beam (25 ft.); keel to forecastle (33 ft.)
Strength: hull (35 pts.); rigging (4 pts.)
Hardpoints: forward (2); stern (2); amidships (1)
Draft: 4 ft.
Staterooms: captain (1); quarters (1); berths (2); decks (3)
Cargo: 96 tons
Crew: 11
Construction Time: 2½ months
Large Cog
Yare: E
Dimensions: length (93 ft.); beam (31 ft.); keel to forecastle (40 ft.)
Strength: hull (43 pts.); rigging (5 pts.)
Hardpoints: forward (2); stern (3); amidships (4)
Draft: 5½ ft.
Staterooms: captain (1); quarters (3); berths (3); decks (4)
Cargo: 183 tons
Crew: 14
Construction Time: 5 months
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Small Cog
Yare: D
Dimensions: length (75 ft.); beam (25 ft.); keel to forecastle (33 ft.)
Strength: hull (35 pts.); rigging (4 pts.)
Hardpoints: forward (2); stern (2); amidships (1)
Draft: 4 ft.
Staterooms: captain (1); quarters (1); berths (2); decks (3)
Cargo: 96 tons
Crew: 11
Construction Time: 2½ months
Large Cog
Yare: E
Dimensions: length (93 ft.); beam (31 ft.); keel to forecastle (40 ft.)
Strength: hull (43 pts.); rigging (5 pts.)
Hardpoints: forward (2); stern (3); amidships (4)
Draft: 5½ ft.
Staterooms: captain (1); quarters (3); berths (3); decks (4)
Cargo: 183 tons
Crew: 14
Construction Time: 5 months
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Coaster
A light coastal vessel based on the cog, commonly designed to deliver goods around a single island or along a coast, poorly-designed for sea travel and impractical as an ocean-going ship.
Coasters are common ships in the Mediterranean but are rarely seen elsewhere.
Yare: D
Dimensions: length (50 ft.); beam (15 ft.); keel to forecastle (27 ft.)
Strength: hull (23 pts.); rigging (6 pts.)
Hardpoints: forward (1)
Draft: 4 ft.
Staterooms: captain (1); berths (1); decks (3)
Cargo: 49 tons
Crew: 11
Construction Time: 34 days
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Coasters are common ships in the Mediterranean but are rarely seen elsewhere.
Yare: D
Dimensions: length (50 ft.); beam (15 ft.); keel to forecastle (27 ft.)
Strength: hull (23 pts.); rigging (6 pts.)
Hardpoints: forward (1)
Draft: 4 ft.
Staterooms: captain (1); berths (1); decks (3)
Cargo: 49 tons
Crew: 11
Construction Time: 34 days
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Caravel
A small, highly manoeuvrable ocean-going ship, able to outdistance many larger vessels. The lateen sail gave it speed and the capacity for beating to windward, and are most popular with Portuguese and Castilians for the oceanic journey across the Atlantic. Typically they are fitted with two masts.
Having a shallow keel and being smaller than many cargo vessels, the caravel can sail upriver in shallow coastal waters. Its economy, speed, agility and power makes it esteemed as one of the best sailing vessels. It will outdistance pirates in heavier ships. The limited capacity for cargo and crew (many of whom have to sleep on deck) is its main drawback.
Yare: B
Dimensions: length (76 ft.); beam (20 ft.); keel to forecastle (35 ft.)
Strength: hull (30 pts.); rigging (8 pts.)
Hardpoints: forward (2); stern (1); amidships (2)
Draft: 5 ft.
Staterooms: captain (1); quarters (1); berths (2); decks (3)
Cargo: 105 tons
Crew: 14
Construction Time: 2½ months
Having a shallow keel and being smaller than many cargo vessels, the caravel can sail upriver in shallow coastal waters. Its economy, speed, agility and power makes it esteemed as one of the best sailing vessels. It will outdistance pirates in heavier ships. The limited capacity for cargo and crew (many of whom have to sleep on deck) is its main drawback.
Yare: B
Dimensions: length (76 ft.); beam (20 ft.); keel to forecastle (35 ft.)
Strength: hull (30 pts.); rigging (8 pts.)
Hardpoints: forward (2); stern (1); amidships (2)
Draft: 5 ft.
Staterooms: captain (1); quarters (1); berths (2); decks (3)
Cargo: 105 tons
Crew: 14
Construction Time: 2½ months
Bireme
An oared galley with two decks of oars, with high speed and a shallow draft. These were equipped with a single masted fore-and-aft rigged square sail, to supplement the oarsmen in favourable winds. Because it can be beached, there was no need for a ship’s launch. The principal value in a galley is that the ship itself is the weapon, as it can be used to ram.
The bireme is not cataphracted, which means it does not have an upper deck. Covering in weather is provided by framing and canvas; the boat is beached at night for resting.
Type: light galley
Dimensions: length (80 ft.); beam (15 ft.); keel to upper deck (23 ft.)
Strength: hull (36 pts.); rigging (4)
Hardpoints: forward (2); stern (2); amidships (7)
Draft: 2 ft.
Staterooms: captain (1); officer berth (1); decks (3)
Cargo: 43 tons
Crew: crew (12); oarsmen (88)
Construction Time: 6½ months.
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
The bireme is not cataphracted, which means it does not have an upper deck. Covering in weather is provided by framing and canvas; the boat is beached at night for resting.
Type: light galley
Dimensions: length (80 ft.); beam (15 ft.); keel to upper deck (23 ft.)
Strength: hull (36 pts.); rigging (4)
Hardpoints: forward (2); stern (2); amidships (7)
Draft: 2 ft.
Staterooms: captain (1); officer berth (1); decks (3)
Cargo: 43 tons
Crew: crew (12); oarsmen (88)
Construction Time: 6½ months.
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Barge (river vessel)
Common river vessels using the river’s current to float downstream with heavy loads covered by canvas. A low sleeping house is usually located amidship or near the stern, suitable for two persons comfortably or four cramped. Downstream, four polemen handle the craft, but a minimum compliment of oarsmen are needed for bringing the empty barge upstream. A half-full barge pulled upstream requires a full complement of oarsmen.
Scow (Light Barge)
Dimensions: length (60 ft.); beam (8 ft.); keel to house roof (11 ft.)
Strength: hull (20 pts.)
Hardpoints: none
Draft: 1 ft.
Staterooms: quarters (1); decks (1)
Cargo: 20 tons
Crew: polemen (4); oarsmen (8/20)
Construction Time: 2 weeks
Scow (Light Barge)
Dimensions: length (60 ft.); beam (8 ft.); keel to house roof (11 ft.)
Strength: hull (20 pts.)
Hardpoints: none
Draft: 1 ft.
Staterooms: quarters (1); decks (1)
Cargo: 20 tons
Crew: polemen (4); oarsmen (8/20)
Construction Time: 2 weeks
Heavy Barge
Dimensions: length (80 ft.); beam (11 ft.); keel to house roof (15 ft.)
Strength: hull (27 pts.)
Hardpoints: none
Draft: 16 in.
Staterooms: quarters (1); berths (1); decks (1)
Cargo: 50 tons
Crew: polemen (5); oarsmen (10/26)
Construction Time: 33 days
Royal Barge
Special in that it will be ornately carved, rowed by soldiers and mercenaries, and fitted with an upper deck, forward, that will be heavily fortified. Typically, most of the weight carried will be temporary roofing, furnishings, additional servants or slaves, possibly treasure and also weapons.
Dimensions: length (100 ft.); beam (13 ft.); keel to house roof (23 ft.)
Strength: hull (34 pts.)
Hardpoints: forward (1)
Draft: 20 in.
Staterooms: chamber (4); servants’ berths (10); decks (2)
Cargo: 122 tons
Crew: polemen (7); oarsmen/marines (33)
Construction Time: 5½ months
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Dimensions: length (80 ft.); beam (11 ft.); keel to house roof (15 ft.)
Strength: hull (27 pts.)
Hardpoints: none
Draft: 16 in.
Staterooms: quarters (1); berths (1); decks (1)
Cargo: 50 tons
Crew: polemen (5); oarsmen (10/26)
Construction Time: 33 days
Royal Barge
Special in that it will be ornately carved, rowed by soldiers and mercenaries, and fitted with an upper deck, forward, that will be heavily fortified. Typically, most of the weight carried will be temporary roofing, furnishings, additional servants or slaves, possibly treasure and also weapons.
Dimensions: length (100 ft.); beam (13 ft.); keel to house roof (23 ft.)
Strength: hull (34 pts.)
Hardpoints: forward (1)
Draft: 20 in.
Staterooms: chamber (4); servants’ berths (10); decks (2)
Cargo: 122 tons
Crew: polemen (7); oarsmen/marines (33)
Construction Time: 5½ months
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Sunday, March 3, 2019
Holk
A kind of sea craft, the technological predecessor of the carrack and caravel. The ship is essentially a very large cog. Combining minimal lateen sails with two square-rigged masts, the holk is predominantly a cargo vessel used for low grade raw materials such as grains, stone, common foodstuffs, beverages and raw fibres.
Because of its relative speed, holks are built with two castles, one at the bow and one at the stern, for defence. A seagoing vessel, it is not safe for ocean journeys. These ships rarely travel alone and are usually attended by smaller, more nimble convoy minders. Convoys of these ships are more common than single vessels.
Yare: E
Dimensions: length (110 ft.); beam (29 ft.); keel to forecastle (37 ft.)
Strength: hull (44 pts.); rigging (12 pts.)
Hardpoints: foreward (2); stern (2); amidships (6)
Draft: 7 ft.
Staterooms: captain (1); quarters (5); berths (8); decks (3)
Cargo: 394 tons
Crew: 21
Construction Time: 88 days
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Yare: E
Dimensions: length (110 ft.); beam (29 ft.); keel to forecastle (37 ft.)
Strength: hull (44 pts.); rigging (12 pts.)
Hardpoints: foreward (2); stern (2); amidships (6)
Draft: 7 ft.
Staterooms: captain (1); quarters (5); berths (8); decks (3)
Cargo: 394 tons
Crew: 21
Construction Time: 88 days
See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement
Saturday, March 2, 2019
Simultaneous Movement
The simultaneous movement table has been designed so that a creature with 10 action points (AP) per round would have the ability to move normally across one combat hex in each of ten SEGMENTS. As a round is 12 seconds long, each segment lasts 1.2 seconds. A normal humanoid moves at 5 AP.
Ships in combat, using the wind effects table, move anywhere from zero to seven ship hexes in that same amount of time. As an example, a ship moving seven ship hexes per round would move over water at the same speed that a creature with 7 AP would move over seven combat hexes. This way, ship movement and creature movement can both be resolved at the same time.
When moving ships that may interact with each other or collide, the fastest ship moving for each segment always has initiative, so that ships are moved upwards through each column.
Normally, D&D combat is carried out in turns, overlooking the irrationality of one side moving while the other stands still. In naval combat, where the distances moved by ships is so great, we adopt simultaneous movement for the ships only so that opportunities for attacking with ship's weapons and missile troops are preserved. It is not intended for individual combat to be likewise regulated by simultaneous movement.
When determining the actions of normal combatants, whether with ship's weapons, missiles or in melee, those with initiative (see boarding) are considered to move between segments 1 to 5, while those without initiative should move between segments 6 to 10. This should be reset occasionally (compressing time for ordinary combatants as necessary) so that the integrity of the ship's movement remains stable, which may even change the order of initiative.
Take note that, if required, D&D combat could be carried out simultaneously, if that were needed at a particular moment during the naval combat. In such a case, the creature with initiative who finished their AP attack cost in a given segment would roll to hit first.
See Also,
Movement Execution
Naval Combat
Ships in combat, using the wind effects table, move anywhere from zero to seven ship hexes in that same amount of time. As an example, a ship moving seven ship hexes per round would move over water at the same speed that a creature with 7 AP would move over seven combat hexes. This way, ship movement and creature movement can both be resolved at the same time.
![]() |
Numbers indicate the order of actions as determined by logged movement, or the number of AP used to that point. |
When moving ships that may interact with each other or collide, the fastest ship moving for each segment always has initiative, so that ships are moved upwards through each column.
Normally, D&D combat is carried out in turns, overlooking the irrationality of one side moving while the other stands still. In naval combat, where the distances moved by ships is so great, we adopt simultaneous movement for the ships only so that opportunities for attacking with ship's weapons and missile troops are preserved. It is not intended for individual combat to be likewise regulated by simultaneous movement.
When determining the actions of normal combatants, whether with ship's weapons, missiles or in melee, those with initiative (see boarding) are considered to move between segments 1 to 5, while those without initiative should move between segments 6 to 10. This should be reset occasionally (compressing time for ordinary combatants as necessary) so that the integrity of the ship's movement remains stable, which may even change the order of initiative.
Take note that, if required, D&D combat could be carried out simultaneously, if that were needed at a particular moment during the naval combat. In such a case, the creature with initiative who finished their AP attack cost in a given segment would roll to hit first.
Movement Execution
Naval Combat
Collisions (naval combat)
Both friendly and enemy ships that strike each other at the point of contact within a single combat hex, inside a ship hex, are considered to have collided with each other. This is determined according to rules under simultaneous movement.
If the collisions is in passing, sufficient to argue that the ships might have missed each other by inches, they can be allowed to pass on their way after the collision ~ but a roll must be made to see if the ships have fouled.
If fouling has occurred, then it is considered a full collision and both ships must cease movement at that point. The ships should NOT be shifted or moved to “straighten the up” to the ship hexes, but should be left precisely where the hit occurred.
Where one ship is considerably larger than the other, than an optional rule can be applied that the larger ship will drag the smaller one combat hex per 60 tons displacement difference between the two ships.
All remaining logged movement is voided. No hull damage occurs during collisions.
See Also,
Naval Combat
Ship Types
If the collisions is in passing, sufficient to argue that the ships might have missed each other by inches, they can be allowed to pass on their way after the collision ~ but a roll must be made to see if the ships have fouled.
If fouling has occurred, then it is considered a full collision and both ships must cease movement at that point. The ships should NOT be shifted or moved to “straighten the up” to the ship hexes, but should be left precisely where the hit occurred.
Where one ship is considerably larger than the other, than an optional rule can be applied that the larger ship will drag the smaller one combat hex per 60 tons displacement difference between the two ships.
All remaining logged movement is voided. No hull damage occurs during collisions.
See Also,
Naval Combat
Ship Types
Movement Execution (naval combat)
Once everyone has written their log notations and those have been revealed, the movement of all ships on the map is resolved simultaneously, with their movement factors incrementally applied during the round. This will mean that as ship’s weapons are fired; as missile troops loose arrows and crossbows from the decks; as grappling and ungrappling is attempted; and as boarding and melee take place, ships will also be in motion upon the battle map.
To regulate this motion, the simultaneous movement table is used.
Where collisions occur, the ships must be checked for fouling. Note that if a collision occurs, the remaining log notation is voided.
See Naval Combat
To regulate this motion, the simultaneous movement table is used.
Where collisions occur, the ships must be checked for fouling. Note that if a collision occurs, the remaining log notation is voided.
See Naval Combat
Friday, March 1, 2019
Anchor (dropping & lifting)
During the movement notation phase, players may decide to anchor their ships when logging movement. However, anchoring does not go into effect the round of noting it in the log, but rather the following round. The log should indicate the ship’s movement prior to anchoring … and then that next round, the ship MUST stop at anchor. No last minute decision to the contrary can be made.
To drop anchor effectively, the depth of the water cannot be more than 60 feet. The type of anchoring may be designated: ships may be anchored by the bow or by the stern. When dropping anchor, the usual order is written “DP,” for drop anchor. Anchored ships may not move or turn in place.
Anchoring provides a +1 bonus to hit for all ship’s weapons. This bonus is not provided if the ship is in the process of lifting the anchor.
If the move is notated, “LP,” or lift anchor, the crew will begin to lift the anchor of the ship that round. To completely lift the anchor will take 6 full rounds; however, after 2 complete rounds, half the crew may be assigned to man the ship and get it moving. During these four rounds, the crew is not permitted to turn the ship, back the sail or take part in grappling, unfouling, or boarding. Should the crew be forced to do so, the anchor will run out and the ship should again be considered anchored. The anchor can be dropped again in this fashion at any time.
A ship can cut its anchors, which must also be recorded ahead of time when logging movement. It requires two rounds to cut an anchor free from a ship, after which, the ship may move normally. Once a ship has cut its anchors, it cannot be anchored again.
See Naval Combat
To drop anchor effectively, the depth of the water cannot be more than 60 feet. The type of anchoring may be designated: ships may be anchored by the bow or by the stern. When dropping anchor, the usual order is written “DP,” for drop anchor. Anchored ships may not move or turn in place.
Anchoring provides a +1 bonus to hit for all ship’s weapons. This bonus is not provided if the ship is in the process of lifting the anchor.
If the move is notated, “LP,” or lift anchor, the crew will begin to lift the anchor of the ship that round. To completely lift the anchor will take 6 full rounds; however, after 2 complete rounds, half the crew may be assigned to man the ship and get it moving. During these four rounds, the crew is not permitted to turn the ship, back the sail or take part in grappling, unfouling, or boarding. Should the crew be forced to do so, the anchor will run out and the ship should again be considered anchored. The anchor can be dropped again in this fashion at any time.
A ship can cut its anchors, which must also be recorded ahead of time when logging movement. It requires two rounds to cut an anchor free from a ship, after which, the ship may move normally. Once a ship has cut its anchors, it cannot be anchored again.
See Naval Combat
Drifting (naval combat)
Ships that have ceased to move under their own power, due to damage to the hull or rigging, the lack of a crew, or that cannot move due to grappling, fouling or ramming, or even the lack of orders, will drift. When ships drift, they do so with their attitude to the wind unchanged.
If the bow of a ship does not change its position for two consecutive movement execution phases, then during the second phase the ship will drift 1 combat hex per wind speed, plus the full drift distance described on the wind effects table for ship types (applied to yares A to C). This drift will be in the direction the wind is blowing. This drift should be spaced out during simultaneous movement.
Ships that are fouled or grappled together cannot move or turn in place, so they must drift.
Ships that have lost all their rigging points (becoming dismasted) will also drift. Dismasted ships may turn in place 60-degree every three full rounds of drifting.
During the movement notation phase, each ship that is drifting can be written in the log as “D” for drifting. A note of drifting should always be made.
Drifting will stop once a ship has voluntarily moved one ship hex.
See Naval Combat
If the bow of a ship does not change its position for two consecutive movement execution phases, then during the second phase the ship will drift 1 combat hex per wind speed, plus the full drift distance described on the wind effects table for ship types (applied to yares A to C). This drift will be in the direction the wind is blowing. This drift should be spaced out during simultaneous movement.
Ships that are fouled or grappled together cannot move or turn in place, so they must drift.
Ships that have lost all their rigging points (becoming dismasted) will also drift. Dismasted ships may turn in place 60-degree every three full rounds of drifting.
During the movement notation phase, each ship that is drifting can be written in the log as “D” for drifting. A note of drifting should always be made.
Drifting will stop once a ship has voluntarily moved one ship hex.
See Naval Combat
Backing Sail (naval combat)
A maneuver which holds back the movement of the ship during the movement execution phase by the crew pushing the boom to windward, applying the force of the wind upon the opposite sail surface. This is a difficult maneuver, requiring strength and crew coordination, one demanding a crew quality of no less than average.
Captains that wish to order a ship to hold back so that it can move forward at a precise moment (important for avoiding a collision), should, when logging movement, indicate which factors of the ship’s movement allowance will be used to back the sail.
For example, a ship with 5 factors might wish to move only two hexes forward, but to do so either late or early in the round, rather than have that movement spaced evenly from the beginning of the round to the end (see simultaneous movement). Thus, the captain would indicate in the log, using a “B” for backing the sail and an “A” for moving ahead, as A-A-B-B-B, whereas the normal distribution during the round for those two forward movement (without backing the sail), would be (using “O” for not moving), O-O-A-O-A.
It can be difficult to see the usefulness of the manouevre without a complete familiarity of the rules and the manner in which the ships will be moving continuously around each other during the combat round, but captains with experience are sure to find occasions where backing the sail will be necessary.
See Naval Combat
Captains that wish to order a ship to hold back so that it can move forward at a precise moment (important for avoiding a collision), should, when logging movement, indicate which factors of the ship’s movement allowance will be used to back the sail.
For example, a ship with 5 factors might wish to move only two hexes forward, but to do so either late or early in the round, rather than have that movement spaced evenly from the beginning of the round to the end (see simultaneous movement). Thus, the captain would indicate in the log, using a “B” for backing the sail and an “A” for moving ahead, as A-A-B-B-B, whereas the normal distribution during the round for those two forward movement (without backing the sail), would be (using “O” for not moving), O-O-A-O-A.
It can be difficult to see the usefulness of the manouevre without a complete familiarity of the rules and the manner in which the ships will be moving continuously around each other during the combat round, but captains with experience are sure to find occasions where backing the sail will be necessary.
See Naval Combat
Thursday, February 28, 2019
Throwing a Grapple
A grapple is a hook or claw used to catch or hold something. When tied to a rope and thrown to catch a grip, the grapple aids in climbing. A grapple may also be used to drag the bottom of a waterway, catch items floating on the surface of the water and be used to grapple vessels together for convenience or as preliminary to boarding.
Throwing a grapple involves hurling the claw outwards with success, then hooking the claw tightly against resistance by pulling the rope taut. Snagging off the rope to keep it taut is often needed if the rope is then used to retain its hold or to support weight. The process of throwing a grapple is not unlike rolling a d20 to hit. The table shown indicates the armor class that the thrower needs to hit for the grapple to be successfully hooked.
The process requires the full movement rate of the thrower for that melee round. This includes testing the rope if successful, but not snagging the rope off, which requires 2 action points (AP). Failing includes the time needed to hold the rope until the grapple comes to a rest and avoid being hit (automatic) if relevant. It requires 2 rounds to ready a grapple to be used again.
A grapple can be taken as a proficiency. The non-proficiency penalty applies only when the grapple is used as a weapon; however, taking the grapple as a proficiency provides a +3 bonus in throwing. Further, because an emphasis in throwing the grapple can be put on either strength or dexterity, a bonus from one or the other can be applied when throwing a grapple. The strength bonus is applied when holding the grapple; otherwise, the dexterity bonus is applied.
Striking an enemy with a thrown grapple or one that is used in combat will cause 1-4 damage. The table below shows the grapple’s range adjustments.
See Also,
Campaign
Combat
Grappling & Ungrappling Ships

The process requires the full movement rate of the thrower for that melee round. This includes testing the rope if successful, but not snagging the rope off, which requires 2 action points (AP). Failing includes the time needed to hold the rope until the grapple comes to a rest and avoid being hit (automatic) if relevant. It requires 2 rounds to ready a grapple to be used again.
A grapple can be taken as a proficiency. The non-proficiency penalty applies only when the grapple is used as a weapon; however, taking the grapple as a proficiency provides a +3 bonus in throwing. Further, because an emphasis in throwing the grapple can be put on either strength or dexterity, a bonus from one or the other can be applied when throwing a grapple. The strength bonus is applied when holding the grapple; otherwise, the dexterity bonus is applied.
Striking an enemy with a thrown grapple or one that is used in combat will cause 1-4 damage. The table below shows the grapple’s range adjustments.
See Also,
Campaign
Combat
Grappling & Ungrappling Ships
Wednesday, February 27, 2019
Grappling & Ungrappling Ships
Grappling is the act of a single crew member or combatant to hurl a grapple at another ship, with success depending upon the throwing a grapple rules. Both friendly and unfriendly ships can be grappled.
Ships can only be grappled if they are moving at both the same speed and the same vector at the time the grapple is thrown. For ships of the size in the game’s campaign, a single rope will be sufficient to seize two moving ships in place; if either ship spins its helm, a collision will occur.
Throwing a grapple requires one full round of movement to throw and brace. It costs only 2 action points (AP) to cut a rope with a ship’s axe. To cut a grappling rope with a sharpened blade requires a full round of movement. Grappling hooks attached to loose ropes can simply be thrown off, but this also requires a full round of movement.
Unless a moving ship is friendly, a grapple thrown over a distance would most likely be cut before it could succeed in creating a boarding opportunity.
Grapples can be thrown any time by non-crew aboard a ship without orders being written. Grappling must only be logged during the movement notation phase if the crew is to take part in the grappling attempt. Grappling attempts by the crew can be logged as “G,” while ungrappling attempts by the crew can be logged as “UG.” When a crew aboard a grappled ship are not actively ungrappling it or are in melee, the ship’s captain may act freely.
Grappling by the crew takes place in the grappling and ungrappling phase of the sequence of play. Once a full boarding action is in place, the crew can attempt to ungrapple during the melee phase.
Grappling is best accomplished by multiple persons aboard the grappling ship; each grapple that is successfully attached is one more that a resisting crew must successfully cut or remove. If boarding occurs while grappling, hooked grapples can be defended so that they cannot be cut, enabling an effective boarding attempt.
Between friendly ships, grappling and ungrappling motionless ships can be performed without the need to roll dice.
As with fouled ships, grappled ships cannot move or turn in place. They can only drift.
Once a ship is ungrappled, it may move normally on the next turn.
See Naval Combat
Tuesday, February 26, 2019
Fouling & Unfouling Ships
When collisions occur, the rigging of the involved sailing ships may becoming entangled and “fouled,” locking the ships together. For each collision, one of the involved ship captains must roll a die ~ a 1 in 3 chance indicates the ships have become fouled.
Fouled ships cannot move or turn in place. On the second round after fouling has occurred, if they cannot separate themselves, the fouled ships may drift.
If the ships are not fouled, they may continue to move normally with the next movement phase. Take note, however, that such moments are opportunities for either crew to grapple.
Fouled ships provide an opportunity for boarding and melee.
Once a ship has become fouled, during the next movement notation phase, the captain MUST declare the intention to unfoul when logging movement. Leaving the ship fouled (taking advantage of the opportunity to board) can be logged as “F,” while unfouling the ship can be logged as “UF.” When a crew aboard a fouled ship are not actively unfouling it or grappling another ship, or are in melee, the ship’s captain may act freely.
This orders the entire crew to untangle the ship’s rigging. This is the only movement that can be logged during that round. To succeed, roll a d10: success occurs on a 1-5. A poor crew receives a penalty of -1; crack crews gain a bonus of +1; elite crews, +2.
If success does not occur, the crew must be assigned to make the attempt the next round, with the same odds.
Unfouling a ship occurs during the unfouling phase of the sequence of play.
See Naval Combat

If the ships are not fouled, they may continue to move normally with the next movement phase. Take note, however, that such moments are opportunities for either crew to grapple.
Fouled ships provide an opportunity for boarding and melee.
Once a ship has become fouled, during the next movement notation phase, the captain MUST declare the intention to unfoul when logging movement. Leaving the ship fouled (taking advantage of the opportunity to board) can be logged as “F,” while unfouling the ship can be logged as “UF.” When a crew aboard a fouled ship are not actively unfouling it or grappling another ship, or are in melee, the ship’s captain may act freely.
This orders the entire crew to untangle the ship’s rigging. This is the only movement that can be logged during that round. To succeed, roll a d10: success occurs on a 1-5. A poor crew receives a penalty of -1; crack crews gain a bonus of +1; elite crews, +2.
If success does not occur, the crew must be assigned to make the attempt the next round, with the same odds.
Unfouling a ship occurs during the unfouling phase of the sequence of play.
See Naval Combat
Turning (sailing ships)
Moving Forward
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figure 1 |
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figure 2 |
Figure 2 then shows the ship in its new orientation, the turn having been completed. It’s former position is shown in white. Note that although the ship has made the turn, it has not perfectly lined up with the ship hexes ~ instead, it now occupies part of five adjoining ship hexes instead of three (ignoring the sails). The adjusted orientation of the ship is 45-degrees from its original heading, which would become 60-degrees if it moved forward one more hex.

Ships turning in this fashion always move by the bow. Each individual turn costs one movement factor of a ship’s total movement allowance. A ship may never make more than one turn per ship hex.
Smaller, nimbler ships are able to make more turns per sequence of play than larger, cumbersome ships. This manoeuvrability is part of a ship’s “yare.” See ship types for more information.
As ships turn, they adjust their attitude to the wind, which in turn can limit their total movement (whether or not accounted for in the movement log). As detailed in the wind effects table, adjusting from one attitude to another can sharply reduce the ship’s forward momentum.
For example, a B-type ship that’s reaching to a gentle breeze is moving a factor of 5 hexes. As it moves, it turns to an attitude where it is now close-hauling, which is a factor of 2 hexes. Whatever its movement before the turn, it may now move a maximum of 2 hexes in that direction. If it has a movement factor left after movement, it can then swing back, reaching to the wind, and spend the rest of its factors. It cannot again turn into a close-hauling attitude. It could run against the wind. Take note that after close-hauling for 1 or 2 factors, if it turned its head to the wind, it would stop in place, and its remaining factors would be discarded until the next movement notation phase.
A ship may never make a turn if the attitude would cause the ship to exceed its movement allowance at the time of the logging movement phase. Thus, if the ship above started close-hauling to the wind, so that it began the sequence of play with 2 factors, it could not move further than 2 factors even if it turned to begin reaching. This wind limit rule can restrict movement, but it cannot add movement!
Note also that the wind limit rule does not limit the number of turns the ship may take (that is limited by ship type), only the number of hexes that a ship may move.
Any ship that turns to head into the wind must immediately stop and cease movement until the next movement notation phase.
Swinging the Bow or Stern
Likewise, a motionless ship is permitted to swing its stern (Figure 5). The stern may be adjusted each so that it swings away from the wind, moving the bow towards the wind. In the example shown, the ship’s attitude to the wind is unchanged (close-hauling). Following the move, the ship may either turn in the direction of the manoeuvre (which means it could turn left here) or move straight ahead at least one turn. A right turn from this position would be more than 60-degrees and therefore cannot be accomplished without first moving forward.
The manoeuvre is rarely used, but can be helpful after unfouling or ungrappling from other ships.
See Naval Combat
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