7. Manoeuvring
For changes of course, use a turning circle, place it along side the vessel centre mast and measure movement off in the normal manner. Use the lesser of the speeds for the old or the new course for the whole move.
Merchant ships, transports and all vessels with 50% or more Crew or Damage points perform all changes of course at half speed.
The wind arrow on the turning circle should be turned in the direction of the wind. Except when tacking vessels may not move through the Fore section of the turning circle.
Tacking may only be carried out by vessels that have suffered no mast damage -in all wind strengths except strong breeze and gales.
This manoeuvre takes a full move:
i. Using turning circle, turn vessel into wind.
ii. Pivoting on its Stern (back), the vessel moves it bow until pointing 45º from the wind on the tack. Forward movement may commence on the new move.
8.Crew Efficiency Gradings
Throw one ordinary dice:
| 5 or 6 |
Efficiency Grade Good |
| 3 or 4 |
Efficiency Grade Average |
| 1 or 2 |
Efficiency Grade Poor |
9. Vessels Being Towed
It takes two moves to secure a tow rope. 25% of the towing vessels move distance is the maximum possible move.
10. Rowing
Only vessels of 99 Damage points or less can be rowed, maximum move is 50 mm
11. Gunnery
Broadside fire cannot be split between targets.
| Ranges |
Short |
Medium |
Long |
| All Rated Vessels |
0mm 100mm |
101mm 200mm |
201mm 300mm |
| All Unrated Vessels |
0mm 50mm |
51mm 100mm |
101mm 150mm |
Firing takes place after movement, at any target that presented itself during the move.
As each broadside is fired, cotton wool is placed alongside so that it can be seen in the next move to be reloading, which takes one move.
The possible angle of fire is 22º from the centre of each vessel.
To qualify as a rake, it leaves part of the vessels broadside must at some time during the move overlap the whole of an opponents stern or bow, so that at least part of the vessels broadside is able to shoot down the entire length of the target.
To load double shot takes two moves. When firing double shot all ranges are halved.
12. Damage Calculation
Crew and Damage points lost on the vessel being fired on is calculated by cross referencing the total number of guns fired by the firing factor on the Gunnery Chart.
The Firing Factor is arrived at through working through the following chart:
| +4 |
Stren Rake |
-2 |
Gale |
| +2 |
Bow rake |
-1 |
Merchantman or Transport |
| +1 |
Guns land based |
-1 |
Efficiency Grade Poor |
| +1 |
Efficiency Grade Good |
-1 |
Nationalities other than British, American, Dutch, Danish or French |
| +1 |
British or American |
-1 |
Long Range |
| +1 |
Short Range |
-1 |
Strong Breeze |
| +1 |
First Time Fired |
|
|
| +1 |
Calm or Light Breeze |
|
|
| Add to the above figure the sum of two Average dice. |
13. Effects of Damage
By cross referencing the total number of guns firing by the Firing Factor on the Gunnery Chart, the Crew and Damage points inflicted on the target vessel are obtained (top number), the lower number (in brackets) is the number of guns destroyed. (Double result when firing double shot).
If the fire is a rake, an equal number of guns are destroyed on each side, otherwise guns are lost from the side being fired at. For every 50 Damage points removed from the vessel, or part thereof, throw two Decimal dice and consult the following chart:
| 00 |
Admiral killed if aboard, no singles for next six moves |
| 1 |
Captain killed, no course changes for next two moves |
| 2 |
Admiral wounded if aboard, no singles for next three moves |
| 3 |
Captain wounded, no course change next move |
| 4 8 |
Mast damage, sailing speed reduced by 25% |
| 9 13 |
One fire started |
| 14 - 18 |
One ships boat destroyed |
| 19 - 23 |
Nothing |
| 24 28 |
Two fires started |
| 29 33 |
Mast damage, sailing speed reduced by 25% |
| 34 38 |
One ships boat destroyed |
| 39 43 |
One fire started |
| 44 48 |
Nothing |
| 49 |
Wheel crew hit, vessel turns 90º to port, all further course changes at half speed |
| 50 |
Wheel crew hit, vessel turns 90º to starboard, all further course changes at half speed |
| 51 |
Anchor cable hit if laid, vessel will drift downwind next move |
| 52 |
Sever underwater damage, all sailing speeds reduced by 50% |
| 53 |
Pumps destroyed - if sever underwater damage sustained (as above) vessel will sink in four moves |
| 54 - 58 |
One ships boat destroyed |
| 59 63 |
Nothing |
| 64 68 |
Mast damage, sailing speed reduced by 25% |
| 69 73 |
One fire started |
| 74 78 |
Two fires started |
| 79 83 |
Mast damage, sailing speed reduced by 25% |
| 84 88 |
Nothing |
| 89 93 |
One ships boat destroyed |
| 94 98 |
One fire started |
| 99 |
Magazine explodes, vessel will sink next move |
Note: all sailing speed reductions are cumulative

14. Fires
A player may attempt to put out a fire at the start of his move, if unsuccessful further attempts may be made on each move. Throw one Average dice, a four or a five is needed on the first two attempts, four on the third and five on the fourth. If the fire is not out by the fourth move, it is out of control and the crew must abandon ship in the following move. The vessel will drift downwind as if dismasted.
Each unsuccessful attempt to put out a fire must be accompanied by an immediate throw of two Average dice. A score of ten and the vessel explodes and sinks next move.
When a vessel explodes, all vessels within 75 millimetres must test for fires, throw one Normal dice for each vessel to determine how many fires are started.
Each move a fire is out of control on a vessel must be accompanied by a check (as above) to see if the vessel explodes, such fires cause 40 Damage points per move.

15. Boarding
For a boarding action to take place two vessels must become entangled, the attacker must leave 20% of their crew on their own vessel while a defender may fight with his whole crew.
Attacker and defender both throw one dice, modify for Efficiency Grade and National Characteristics.
Consult Gunnery Chart, cross-referencing the number of men on each side with their modified dice roll. The lower number on the chart (in brackets) is the number of casualties inflicted on the other side.
The side inflicting the most casualties is the winner.
A melee must take place over each deck of a vessel before it can be captured. 1st and 2nd and Rates have three decks, 3rd, 4th and 5th Rates have two decks and other vessels one deck.
The winner of a melee of attacking advances to the next deck. If defending, they recover a deck.
The side actually boarding in a melee may, if defeated, be pushed back to their own vessel.
Melees continue in the next players move.
If the side pushed back to their own vessel have their own move next they may attempt to cast off, - if it is not their move next the victor has the option in their move of boarding or attempting to cast off.
Melees take place after al firing, firing does not take place in continued melees.
![[HMS Victory]](naval_images/victory.jpg)
16. Prize Crews
The prize crew must equal 10% of the full crew for the classes of vessel captured. If these cannot be mustered, the vessel must be turned loose.
17. Sinking
In addition to sinking by blowing up, a vessel will sink when all its Damaged points have been eliminated.
18.Striking Colours
A player may elect to strike his colours for any vessel at any time, however, striking is compulsory when damage points for below 20% and the vessel cannot escape without coming under further fire.
19. Vessels Becoming Entangled
If vessels come into contact, they become entangled.
The direction and speed vessels move when entangled is taken as the average of the combined direction and speed of the two vessels prior to becoming entangled. The move distance of such vessels is halved each move until both vessels are stationary for one move then on they drift downwind.
At the end of a move either or both commanders may attempt to separate the vessels.
Throw one Average dice:
| +1 Vessels on same side
-1 Vessels broadside to broadside |
| Result: |
3 or under Vessels remain entangled
4 or under Vessels separate |
Vessels once parted move off as normal on their next move.
20. Ships Boats
| 1st/2nd/3rd Rates |
Eight boats |
| 4th/5th/6th Rates |
Four boats |
| Unrated |
One boat |
21. Shoals and Shallows
Vessels will run aground as follows:
| Five fathoms and below |
1st/2nd/3rd Rates |
| Four fathoms and below |
4th/5th/6th Rates |
| Three fathoms and below |
13 25 Gunners |
| Two fathoms and below |
5 12 Gunners |
| One fathom and below |
0 4 Gunners |
When a vessel runs aground it sustains 10% of its damage points as damage.
To attempt to refloat throw one Average dice:
| 5 |
Vessel floats off next move, otherwise 20 damage points |
| If other vessels are assisting 1 to dice total for each assisting vessel |
For a vessel to ascertain the exact depth beneath it, it may cast a log, providing it does not move more than 60 millimetres that move.
22. Anchoring
Vessels may only anchor in less than 300 fathoms - sails must be furled.
To drop anchor takes one move, to raise it takes five moves or the cable may be cut which takes one move. It takes two moves to man the mast and a further two moves to set the sails.
23. Mortars
Mortars have a destructive vale of 50.
It takes four moves to load a mortar.
Minimum range is 100 mm maximum range is 500 mm.
Ranging procedure is as follows:
Throw a pair of Decimal dice.
| 1 10 |
Short by 10% of the distance to the target |
| 11 20 |
Over by 10% of the distance to the target |
| 21 30 |
Left by 10% of the distance to the target |
| 31 40 |
Right by 10% of the distance to the target |
| 41 - 100 |
In target area |
Once ranged in on target the above procedure need not be repeated until a new target is fired upon.
To determine the exact fall of the shell use the spider, place it in the ranged targeted area indicated above - throw one Decimal dice to find the precise point of impact. A zero means the shell failed to explode.
If a hit is scored, work out damage calculation as per normal firing rules.
24. Shore Batteries
Guns are set two millimetres apart, each two millimetres section is worth ten points if open, 30 points if earth and 40 points if stone.
It takes 20 men ten moves to prepare one gun position and fifteen men five moves to position one gun. To construct two millimetres of earthworks takes ten men ten moves.
The garrison of a permanent battery is a total of six men per gun plus 50% for marines or troops for defense.
The arc of fire of a shore battery is 70º (35º either side of the perpendicular).
25. Marines
Vessels of over 101 damage points carry one marine for every gun on board.
26. Merchant Vessels and Transports
Merchant vessels have a crew of 10% that of a Man of War of comparative size. Transports converted from Men of War have 50% of their guns removed and only 10% of the normal crew for that size of vessel.

27. Ship Definitions
| Country |
Vessel Type
|
Guns
|
Crew/Damage Points
|
| Spain |
1st |
130 |
1100 |
| |
1st |
112 |
900 |
| |
3rd |
80 |
660 |
| |
3rd |
74 |
600 |
| |
5th |
40 |
280 |
| |
6th |
34 |
275 |
| |
Corvette |
14 |
92 |
| |
Brig |
12 |
82 |
| |
Xebec |
12 |
65 |
| |
Galley |
4 |
50 |
| |
|
|
|
| Dutch |
3rd |
74 |
550 |
| |
3rd |
64 |
460 |
| |
4th |
50 |
360 |
| |
5th |
36 |
250 |
| |
6th |
26 |
180 |
| |
Brig |
16 |
100 |
| |
Schuyt |
3 |
40 |
| |
|
|
|
| Britain |
1st |
120 |
900 |
| |
1st |
100 |
850 |
| |
2nd |
98 |
750 |
| |
3rd |
80 |
730 |
| |
3rd |
74 |
620 |
| |
3rd |
64 |
500 |
| |
4th |
50 |
350 |
| |
5th |
38 |
280 |
| |
6th |
28 |
200 |
| |
Sloop |
18 |
120 |
| |
Brig |
18 |
100 |
| |
Schooner |
8 |
60 |
| |
Cutter |
4 |
20 |
| |
Bomb |
4 (plus 2 mortars) |
70 |
| |
|
|
|
| USA |
3rd |
74 |
640 |
| |
4th |
44 |
440 |
| |
5th |
36 |
350 |
| |
6th |
28 |
280 |
| |
Sloop |
18 |
120 |
| |
Brig |
18 |
160 |
| |
Schooner |
16 |
120 |
| |
Bomb |
12 (plus 1 mortar) |
80 |
| |
|
|
|
| France |
1st |
120 |
1100 |
| |
1st |
110 |
1037 |
| |
3rd |
80 |
830 |
| |
3rd |
74 |
700 |
| |
4th |
44 |
370 |
| |
5th |
36 |
300 |
| |
6th |
24 |
230 |
| |
Corvette |
20 |
160 |
| |
Brig |
18 |
160 |
| |
Lugger |
16 |
75 |
| |
Xebec |
8 |
70 |
| |
Gun vessel |
3 (plus 1 mortar) |
35 |


28. Gunnery / Boarding Action Chart
Cross reference the Number of Guns Firing / Men in Boarding Action (down side) with the Firing Factors (along top)
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
|
1
|
. |
. |
. |
. |
1
(0) |
1
(0) |
1
(0) |
1
(0) |
1
(0) |
1
(0) |
1
(0) |
2
(0) |
2
(0) |
2
(0) |
2
(0) |
2
(0) |
2
(0) |
2
(0) |
3
(1) |
|
2
|
. |
. |
1
(0) |
1
(0) |
1
(0) |
2
(0) |
2
(0) |
2
(0) |
2
(0) |
3
(1) |
3
(1) |
3
(1) |
4
(1) |
4
(1) |
4
(1) |
5
(1) |
5
(1) |
5
(1) |
5
(1) |
|
3
|
. |
1
(0) |
1
(0) |
2
(0) |
2
(0) |
2
(0) |
3
(1) |
3
(1) |
4
(1) |
4
(1) |
5
(1) |
5
(1) |
6
(1) |
6
(1) |
6
(1) |
7
(1) |
7
(1) |
8
(2) |
8
(2) |
|
4
|
. |
1
(0) |
2
(0) |
2
(0) |
3
(1) |
3
(1) |
4
(1) |
5
(1) |
5
(1) |
6
(1) |
6
(1) |
7
(2) |
8
(2) |
8
(2) |
9
(2) |
9
(2) |
10
(2) |
11
(2) |
11
(2) |
|
5
|
1
(0) |
1
(0) |
2
(0) |
3
(1) |
4
(1) |
4
(1) |
5
(1) |
6
(1) |
7
(1) |
7
(1) |
8
(2) |
9
(2) |
10
(2) |
10
(2) |
11
(2) |
12
(2) |
13
(3) |
14
(3) |
14
(3) |
|
6
|
1
(0) |
2
(0) |
2
(0) |
3
(1) |
4
(1) |
5
(1) |
5
(1) |
6
(1) |
7
(1) |
8
(2) |
9
(2) |
10
(2) |
11
(2) |
12
(2) |
13
(3) |
14
(3) |
15
(3) |
16
(3) |
17
(3) |
|
7
|
1
(0) |
2
(0) |
3
(1) |
4
(1) |
5
(1) |
6
(1) |
7
(1) |
8
(2) |
9
(2) |
10
(2) |
11
(2) |
12
(2) |
13
(3) |
14
(3) |
14
(3) |
16
(3) |
18
(4) |
19
(4) |
20
(4) |
|
8
|
1
(0) |
2
(0) |
3
(1) |
5
(1) |
6
(1) |
7
(1) |
8
(2) |
8
(2) |
11
(2) |
12
(2) |
13
(2) |
14
(3) |
15
(3) |
17
(3) |
18
(4) |
18
(4) |
20
(4) |
21
(4) |
23
(5) |
|
9
|
1
(0) |
2
(0) |
4
(1) |
5
(1) |
7
(1) |
8
(2) |
9
(2) |
11
(2) |
12
(2) |
13
(3) |
15
(3) |
16
(3) |
17
(3) |
19
(4) |
20
(4) |
20
(4) |
23
(5) |
24
(5) |
25
(5) |
|
10
|
1
(0) |
3
(1) |
4
(1) |
6
(1) |
7
(1) |
9
(2) |
10
(2) |
12
(2) |
13
(3) |
15
(3) |
16
(3) |
18
(3) |
19
(4) |
21
(4) |
22
(4) |
24
(5) |
25
(5) |
27
(5) |
28
(6) |
|
11
|
1
(0) |
3
(1) |
5
(1) |
6
(1) |
8
(1) |
10
(2) |
11
(2) |
13
(3) |
15
(3) |
16
(3) |
18
(4) |
20
(4) |
21
(4) |
23
(5) |
25
(5) |
26
(5) |
28
(6) |
29
(6) |
31
(6) |
|
12
|
2
(0) |
3
(1) |
5
(1) |
7
(1) |
9
(2) |
11
(2) |
12
(2) |
14
(3) |
16
(3) |
18
(4) |
20
(4) |
21
(4) |
23
(5) |
25
(5) |
26
(5) |
28
(6) |
30
(6) |
31
(6) |
34
(7) |
|
13
|
2
(0) |
4
(1) |
6
(1) |
8
(2) |
10
(2) |
11
(2) |
13
(3) |
15
(3) |
17
(3) |
19
(4) |
21
(4) |
23
(5) |
25
(5) |
27
(6) |
29
(6) |
31
(6) |
33
(7) |
35
(7) |
37
(7) |
|
14
|
2
(0) |
4
(1) |
6
(1) |
8
(2) |
10
(2) |
12
(2) |
14
(3) |
17
(3) |
17
(3) |
21
(3) |
23
(4) |
25
(5) |
27
(5) |
29
(6) |
31
(6) |
33
(7) |
35
(7) |
38
(8) |
40
(8) |
|
15
|
2
(0) |
4
(1) |
7
(1) |
8
(2) |
11
(2) |
13
(3) |
16
(3) |
18
(4) |
20
(4) |
22
(4) |
25
(5) |
27
(5) |
29
(6) |
31
(6) |
34
(7) |
36
(7) |
38
(8) |
40
(8) |
43
(9) |
|
16
|
2
(0) |
5
(1) |
8
(2) |
11
(2) |
13
(3) |
16
(3) |
18
(4) |
20
(4) |
22
(4) |
25
(5) |
27
(5) |
29
(6) |
31
(6) |
34
(7) |
36
(7) |
38
(8) |
40
(8) |
43
(9) |
45
(9) |
|
17
|
2
(0) |
5
(1) |
7
(1) |
10
(2) |
13
(3) |
15
(3) |
18
(4) |
20
(4) |
23
(5) |
25
(5) |
28
(6) |
30
(6) |
33
(7) |
35
(7) |
38
(8) |
41
(8) |
43
(9) |
46
(9) |
48
(10) |
|
18
|
2
(0) |
(1)
|
10
(2) |
13
(3) |
15
(3) |
18
(4) |
20
(4) |
23
(5) |
25
(5) |
28
(6) |
30
(6) |
33
(7) |
35
(7) |
38
(8) |
41
(8) |
43
(9) |
46
(9) |
48
(10) |
51
(10) |
|
19
|
3
(1) |
3
(1) |
8
(2) |
11
(2) |
14
(3) |
17
(3) |
20
(4) |
23
(5) |
25
(5) |
28
(6) |
31
(6) |
34
(7) |
37
(7) |
40
(8) |
43
(9) |
45
(9) |
48
(10) |
51
(10) |
56
(11) |
|
20
|
3
(1) |
6
(1) |
9
(2) |
12
(2) |
15
(3) |
18
(4) |
21
(4) |
24
(5) |
27
(5) |
30
(6) |
33
(7) |
36
(7) |
39
(8) |
42
(8) |
45
(9) |
48
(10) |
51
(10) |
54
(11) |
57
(11) |
|
21
|
3
(1) |
6
(1) |
9
(2) |
12
(2) |
16
(3) |
10
(4) |
22
(4) |
25
(5) |
28
(6) |
31
(6) |
36
(7) |
38
(8) |
41
(8) |
44
(9) |
47
(9) |
50
(10) |
53
(11) |
56
(11) |
60
(12) |
|
22
|
3
(1) |
6
(1) |
10
(2) |
13
(3) |
18
(4) |
20
(4) |
23
(5) |
27
(5) |
29
(6) |
33
(7) |
38
(8) |
41
(8) |
43
(9) |
47
(9) |
50
(10) |
53
(11) |
56
(11) |
59
(11) |
62
(12) |
|
23
|
3
(1) |
7
(1) |
10
(2) |
18
(4) |
20
(4) |
23
(5) |
27
(5) |
29
(6) |
33
(7) |
36
(7) |
41
(8) |
43
(9) |
47
(9) |
50
(10) |
53
(11) |
56
(11) |
59
(11) |
62
(12) |
65
(13) |
|
24
|
3
(1) |
7
(1) |
11
(2) |
20
(4) |
23
(5) |
27
(5) |
29
(6) |
33
(7) |
36
(7) |
38
(8) |
43
(9) |
47
(9) |
50
(10) |
53
(11) |
56
(11) |
59
(11) |
62
(12) |
65
(13 |
68
(14) |
|
25
|
4
(0) |
7
(1) |
11
(2) |
15
(3) |
19
(4) |
22
(4) |
26
(5) |
30
(6) |
34
(7) |
41
(8) |
45
(9) |
47
(10) |
52
(10) |
56
(11) |
60
(12) |
64
(13) |
67
(13) |
71
(14) |
71
(14) |
|
26
|
4
(1) |
8
(2) |
11
(2) |
15
(3) |
19
(4) |
23
(5) |
27
(5) |
31
(6) |
35
(7) |
43
(9) |
47
(9) |
50
(10) |
54
(11) |
58
(12) |
62
(12) |
66
(13) |
70
(14) |
76
(15) |
77
(15) |
|
27
|
4
(1) |
8
(2) |
12
(2) |
16
(3) |
20
(4) |
24
(5) |
28
(6) |
32
(6) |
36
(7) |
44
(9) |
43
(10) |
52
(10) |
56
(11) |
61
(12) |
65
(13) |
67
(14) |
73
(15) |
77
(15) |
80
(16) |
|
28
|
4
(1) |
8
(2) |
12
(2) |
17
(3) |
21
(4) |
25
(5) |
29
(6) |
33
(7) |
38
(8) |
46
(9) |
52
(10) |
56
(11) |
61
(12) |
65
(13) |
67
(14) |
71
(14) |
75
(15) |
80
(16) |
82
(16) |
|
29
|
4
(1) |
8
(2) |
13
(3) |
17
(3) |
22
(4) |
26
(5) |
30
(6) |
35
(7) |
39
(8) |
52
(10) |
54
(11) |
61
(12) |
65
(13) |
69
(14) |
74
(15) |
78
(16) |
82
(16) |
85
(17) |
88
(18) |
|
30
|
4
(1) |
9
(2) |
14
(3) |
18
(4) |
25
(5) |
27
(5) |
31
(6) |
36
(7) |
40
(8) |
54
(11) |
58
(12) |
63
(13) |
67
(13) |
72
(14) |
76
(15) |
8
(16) |
85
(17) |
88
(18) |
90
(20) |
If the number of guns firing, or men in boarding action, exceeds the number on the chart split the number and work out the casualties/Damage points for both figures then add together for the total.

29. Turning Circle
The Turning Circle (used to manoeuvre vessels) comes in two parts the top section turns on top of the bottom section.
For changes of course, use a turning circle, place it along side the vessel centre mast and measure movement off in the normal manner. Use the lesser of the speeds for the old or the new course for the whole move.
 |
| 6cm diameter |
 |
| 4.75 cm diameter |
The wind arrow on the turning circle should be turned in the direction of the wind. Except when tacking vessels may not move through the Fore section of the turning circle.
30. Mortar Spider
Used to determine exact fall of mortar shell.

Width and depth 13 cm
31. Vessel Info Chart
Use a form like this to record the details of each vessel.