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Brother’s of the Coast A GURPS-4 FRP Campaign Naval Tactical Combat System

00 Naval Tactical Combat -rev6 - The Ficke Adventure€™s of the Coast A GURPS-4 FRP Campaign Naval Tactical Combat System

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Page 1: 00 Naval Tactical Combat -rev6 - The Ficke Adventure€™s of the Coast A GURPS-4 FRP Campaign Naval Tactical Combat System

Brother’s of the Coast A GURPS-4 FRP Campaign

Naval Tactical Combat

System

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Brother’s of the Coast Campaign NAVAL TACTICAL COMBAT SYSTEM

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TABLE OF CONTENTS I. NOTES AND ASSUMPTIONS.................................................................................................. 3

1. General............................................................................................................................................... 32. Notes on Scale: .................................................................................................................................. 3

II. LEGAL STUFF.......................................................................................................................... 41. Attributions Disclaimers ...................................................................................................................... 42. Disclaimers ......................................................................................................................................... 4

III.GENERAL................................................................................................................................. 42. Game Scale........................................................................................................................................ 42. Wind ................................................................................................................................................... 43. Sounding ............................................................................................................................................ 5

IV.SHIPS STATISTICS ................................................................................................................. 61. Basic Combat Statistics...................................................................................................................... 62. Non-Combat Ships statistics .............................................................................................................. 73. Ship Gunnery Statistics ...................................................................................................................... 8

V. CREW STATISTICS: ................................................................................................................ 91. Non-Player Character (NPC) Crew Stats ........................................................................................... 92. Player Character (PC) Crew Stats...................................................................................................... 9

VI.TACTICAL MOVEMENT......................................................................................................... 121. General............................................................................................................................................. 122. Wind Effects ..................................................................................................................................... 123. End of Movement: ............................................................................................................................ 124. Basic Heading Changes ................................................................................................................... 135. Tacking ............................................................................................................................................. 156. Side-Slipping .................................................................................................................................... 16

VII.NAVAL GUNNERY................................................................................................................. 181. Basic Targeting................................................................................................................................. 182. Line of Sight:..................................................................................................................................... 203. Raking Fire: ...................................................................................................................................... 214. Sequence of Fire .............................................................................................................................. 225. Loading/Reloading:........................................................................................................................... 246. TO HIT Resolution............................................................................................................................ 267. Damage Resolution .......................................................................................................................... 308. TO HIT Critical Successes and Failures........................................................................................... 319. Effect of damage .............................................................................................................................. 3210. Striking Colors, Catching Fire and Sinking ......................................... Error! Bookmark not defined.11. Recovery/Repair............................................................................................................................... 36

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LIST OF FIGURES Figure 1 – Sample Movement/Wind Rosette .............................................................................................. 12Figure 2 – Turning Upwind.......................................................................................................................... 13Figure 3 – Turning Downwind ..................................................................................................................... 14Figure 4 – Tacking ...................................................................................................................................... 15Figure 5 – Side Slipping .............................................................................................................................. 16Figure 6 – Targeting and Fields of Fire Examples (3-Masted Ship) ........................................................... 18Figure 7 – Fields of Fire (1, 2, and 4 Masted Ships) ................................................................................... 19Figure 8 – Line of Sight Examples .............................................................................................................. 20Figure 9 – Rake Examples.......................................................................................................................... 21Figure 10 – Firing Sequence Example 1..................................................................................................... 22Figure 11 – Firing Sequence Example 2..................................................................................................... 23Figure 12 – Range Determination ............................................................................................................... 26Figure 13 – Example of a Stern Rake ........................................................................................................ 27Figure 14 – Damage Location Diagram ...................................................................................................... 30Figure 15 – Typical Ship's Location Diagram (2-Master Ship).................................................................... 32Figure 16 – Example of Damaged Ship ...................................................................................................... 33

LIST OF FIGURES Table 1 – Ship Location Grid ........................................................................................................................ 7Table 2 – Extra Heading Change Skill Mods .............................................................................................. 14Table 3 – Cannon Malfunction Table .......................................................................................................... 25Table 4 – Gunnery Range Modifiers ........................................................................................................... 26Table 5 – Miscellaneous Gunnery Modifiers ............................................................................................... 29Table 6 – Damage Modifiers ....................................................................................................................... 31Table 7 – Key Effects Table ........................................................................................................................ 34

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I. NOTES AND ASSUMPTIONS 1. GENERAL

1.1. This rules set is not intended to perfectly simulate reality OR be historically accurate.

1.2. These rules are a set of house rules by which I run ship-to-ship tactical combat for my Brother’s of the Coast pirate GURPS® 4 campaign.

1.2.1. While GURPS® includes an excellent system individual, man-to-man cobs, t it addresses large scale combat, such as naval ship-to-ship battles, in only the most extremely macroscopic manner a. "... this many ships go against that many ships so roll this many dice and ... you

lose 4 ships ... I loose 3 ships and 2 Player Characters are wounded. a. This system proposes a larger scale, turn-by-turn tactical system to bridge the

Quantum-vs-Reltivistic-esque gap while being as congruent as possible with GURPS® Vehicles and GURPS® 4.

2. NOTES ON SCALE: 1.2.2. The scale of this system was actually based on the coincidence that my Pirates of

the Spanish Main™ pieces (I have several hundred I’m embarrassed to say) just happen to fit nicely on a 20 mm (approx) plastic hex mat.

2.1.1. If you HAVE to have some sort of scale: a. Distance: 50 yd/hex. b. Time: 1 min/turn c. These are fairly accurate scales in terms of the game play.

i. Standard speeds of - 8-10 knots on best sailing point for ships of the era and;

ii. Other info such as; a trained crew could reload a full broadside 4-5 minutes or so ... a WELL-trained crew in a 3 minutes and cannonades even quicker at 1.5 to 2 minutes.

d. The only significant issue with this scale is that the actual size of Pirates of the Spanish Main™ ship figures would be around 450 ft to 600 ft in length for a large (4 hex) ship which is obviously wrong, but:

i. They’re just symbolic representations anyway, and' ii. They look a lot cooler moving around the map than little cardboard

rectangles.

2.1.2. Considering these time/distance scales, certain GURPS® conventions fall by the wayside. a. Ships can move AND shoot in the same turn. b. There is no need to deal with the second-by second minutia of

acceleration/deceleration or turning radius issues.

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II. LEGAL STUFF 1. ATTRIBUTIONS DISCLAIMERS

1.1. GURPS™ is a trademark of Steve Jackson Games. All rights are reserved by SJ Games.

1.2. Pirates of the Spanish Main™ is a trademark of WizKids, Inc. All rights are reserved by WizKids, Inc.

2. DISCLAIMERS 2.1. While these rules are designed to work with GURPS™ 4 and GURPS™ Vehicles, they are

not endorsed, approved or authorized by SJ Games.

2.2. While these rules are designed to use the figurines from Pirates of the Spanish Main™ by WizKids, Inc., they are not endorsed, approved or authorized by WizKids Inc.

III. GENERAL 2. GAME SCALE

1.1. Game Map:

1.1.1. This game is designed to be played on a tabletop, hex-grid map. a. 20 mm standard hex size seems to work best, the bigger the better. b. Scale: 50 yd/hex. These will be referred to hereafter as Mega-hexes.

1.2. Counter Size: 1.2.1. W=1 hex;

1.2.2. L=1-4 Mega-hexes depending on ship type (see Ship Stat Sheet)

1.3. Turns: a. Turn Length: 1 min/turn

2. WIND 2.1. Wind direction and strength has a significant effect on the movement of sailing vessels.

To randomly decide Wind direction and strength:

2.2. Initial Conditions: Unless the initial wind conditions are dictated by the scenario or role play, randomly determine them as follows

2.2.1. Direction: At the beginning of each scenario: a. Designate a starting direction on the hex map b. Roll 1d6 c. Count clockwise from the starting direction d. Draw an arrow pointing in the final wind direction

2.2.2. Strength: At the beginning of each scenario: a. Roll 1d6: b. Result =1, Light Breeze c. Result = 2-6; Stiff Breeze

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2.3. Effects of wind on movement – See Tactical Movement Rules.

2.4. NOTE: Ship to Ship Combat rarely took place in conditions worse that “Stiff Breezes” as ships were usually healed over so far in stronger winds that the windward guns were pointing to high and leeward guns pointing too low (lower gun ports might even be near or at the waterline).

2.5. OPTIONAL RULE - Wind Changes: At the beginning of each round of player turns, the GM rolls 2d6.

2.5.1. Result = 2 or 3: Wind changes intensity (Light Stiff)

2.5.2. Result = 4-10: No change

2.5.3. Result = 11 or 12: Wind direction shifts 1 hex a. Roll 1d6: Even = Clockwise; Odd = Counter-clockwise

3. SOUNDING 3.1. In some scenarios the presence of reefs, sandbars or shallows can be an important terrain

consideration as ships with shallow drafts (see Basic Ship Statistic Rules) can maneuver more freely

3.2. Water depth is defined as:

3.2.1. Shoals: Water depth =1 fathom (Draft 2-4 ships run aground.

3.2.2. Shallows: Water depth >1 and ≤2 fathoms (Draft 3 & 4 ships run aground).

3.2.3. Deep: Water depth >2 and ≤3 fathoms (Draft 4 ships run aground).

3.2.4. Blue Water: Water depth >3 fathoms.

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IV. SHIPS STATISTICS (See Ship Combat Stat Sheet)

1. BASIC COMBAT STATISTICS 1.1. Class: Generic name for the type of ship (e.g. Cutter, Schooner, Frigate, Xebec, etc.)

1.2. Sail Types:

1.2.1. SQ = Square-rigged (East Indiamen, Trade Galleys Merchant Fluyte, etc).

1.2.2. F/A = Fore and Aft Rigged (Sloop, Cutter, Schooner, etc).

1.2.3. LT = Lateen Rigged (Caravel, Carrack, Dhou, Galleass, Galley, some early Brigantines, Xebec, etc).

1.2.4. –O = Oared (Galleass, Galley, some early Brigantines, Xebec). a. EXAMPLE a Sail type of LT-O would mean the Ship is lateen rigged with oars

1.3. Size: This defines both the number of Mega-hexes the ship occupies along its length and number of masts

1.3.1. Available Ship Sizes are: a. < 1 Hex: TINY – personal craft (Rowboats, Cat boats, canoes, etc). b. 1-Hex: SMALL - Single Masted ships (Sloop, Cutter, etc). c. 2-Hex: MEDIUM - ships with 2 masts (Ketch, Yawl, Schooner, Brig, Brigantine

Xebec, Corvette, etc.) d. 3-Hex: LARGE - Smaller ships with 3 mast (Barquentine, Barque, Galleasses,

Larger Schooner, Large Xebec, Frigate, etc) e. 4-Hex: JUMBO - Large 3-maste ships (Galleon, 1st & 2nd rate Ship of the Line)

1.4. Move: Each Ship’s Combat Stat Sheet includes a rosette diagram showing the ships maximum movement points for various points of sail.

1.4.1. Built into these numbers are factors like ship size, rigging type and wind direction/strength.

1.4.2. See Tactical Movement Rules for details on tactical movement

1.5. Handling: This modifier is ADDED to all maneuvering die rolls.

1.5.1. Regarding Stability: The GURPS® Stability Stat is ignored in this combat system, specifically the GURPS® VEHICLE rule that failing a Handling roll by more than the stability rating causes a ship to capsize. a. This makes sense for speedboats canoes and tine, single person sailboats, but

not larger ships under weather conditions where combat is possible.

1.6. Draft: Depth of the ships keel

1.6.1. Comes into play in scenarios where reefs or shallows are present

1.6.2. Draft is categorized as a. 1: < 1 fathom b. 2: < 2 fathoms c. 3: <3 fathoms d. 4: ≥ 3 fathoms

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1.7. Health (HT): This number reflects how much damage a ship can take before bad things start happening (important parts fall off, it starts taking on water; fire ... etc.). See Damage Rules)

1.8. Size Modifier (SM): This number modifies how easy/difficult a ship is to hit with cannon fire from other ships. See To Hit Resolution Rules)

1.8.1. Not the same as Ship Size.

1.8.2. Not quite the same as standard GURPS® SM in that these numbers are altered to meet the 50 yds/hex scale of these rules.

1.8.3. For personal ranges weapons (rifles, pistols, arrows, etc.) use the standard size and distance rules/tables found in GURPS® 4.

1.9. Locations: Ships have the following locations.

Table 1 – Ship Location Grid

Ship type Locations Tiny Small Medium Large Jumbo

Bow X X X X Stern X X X X

Port-side X X X X X HULL

Starboard-side X X X X X Fore Mast X X X Main Mast X* X X X X

Mizzen Mast X X RIGGING

Jigger mast X * Not all TINY class ships/boats have a mast

1.10. Damage Resistance: The amount by which damage rolls against a specific ship section are reduced before being tabulated.

1.10.1. This information is displayed in RED numbers on the ship's Location diagram.

1.11. Damage: The amount of Damage a section of the ship can absorbed before the ship’s health is effected.

1.11.1. This information is displayed in BLACK numbers on the ship's Location diagram.

2. NON-COMBAT SHIPS STATISTICS 2.1. GURPS® Vehicle statistics not related to combat (Cargo Size; Crew Requirements, Cost,

Long Range Move, etc) but relevant to role-play are the same as found in GURPS® Vehicles and GURPS® 4.

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3. SHIP GUNNERY STATISTICS 3.1. The table at the bottom of each Ship Combat Stat Sheet defines the accuracy, to hit reload

times and other stats related to the ship's gunnery (See Naval Gunnery Rules below).

3.2. Battery Name: Each row of the gunnery table represents an individual battery of guns.

3.2.1. Cannon-type: The name of the battery will include the category type of the guns in the battery (e.g. Cannon, Hvy Canon, Lt. Cannon, Carronade, Chasers etc) a. Cannon-types are important or determining To Hit bonuses for Full Volleys

and Broadsides (Naval Gunnery Rules below.)

3.2.2. If a ship has more than one battery with the same type of guns, the battery name will include a number (e.g. Hvy Cannon1, Hvy Canon2)

3.3. MAX: The maximum range in Mega-hexes a battery can shoot.

3.4. ACC: The accuracy modifier for the type of gun in the battery.

3.5. DMG: The amount of damage rolled for each gun in a battery that gets a hit.

3.5.1. Damage is based on the weight of the shot being fired by the battery. The following Rules of Thumb are used in this campaign: a. Cannon ≤ 8 pounders = 1d6-2 b. Cannon ≥ 9 but ≤ 12 pounders = 1d6-1 c. Cannon > 12 but ≤ 16 pounders = 1d6 d. Cannon > 16 but ≤ 24 pounders = 1d6+1 e. Cannon > 24 but ≤ 32 pounders = 1d6+2 f. Cannon > 32 pounders = 1d6+3

3.6. GUNS: The number of GUN in a battery.

3.6.1. NOTE: While this number is represents the number of cannon in a battery, it is a game mechanics value only. It does not represent the actual number of cannon that would be present on a real ship of the same type.

3.7. Rcl: A game mechanics value used to determine how many guns in a battery or broadside

3.8. Shot Type: this space is used by the player to record the type of shot that is currently being loaded or is loaded in the cannon of the battery. The following shot types are available in this campaign:

3.8.1. Round Shot: Basic round cannon balls

3.8.2. Double Shot: Shorter range than round shot but does extra damage.

3.8.3. Chain Shot: Does extra damage to mast, sails and rigging. Not effective against hulls.

3.8.4. Grape Shot: Affects crew directly. Shorter range than rounds hot.

3.9. Reload: This Matrix of boxes is used to keep track of the reload status of each battery

3.10. NOTES: This space is used to make ay notes the player feels are necessary, such as: • Loss of one or more guns from the battery; • Modified Fast Draw - Cannon or Gunner - Cannon skill based on the

presences of PC's in that battery; • Cannon Quality (e.g. poor, fine, extra fine, etc.) and associate malfunction

number.

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V. CREW STATISTICS: 1. NON-PLAYER CHARACTER (NPC) CREW STATS

(See Ship Combat Stat Sheet)

1.1. Certain actions performed by the ship during combat are related to the skill of the crew. The most important of these are:

1.1.1. Shiphandling: Used to determine the success of certain maneuvering actions (e.g. tacking across the wind).

1.1.2. Gunnery - Cannon: Used to when firing the ships weapons to determine hits on other vessels/targets.

1.1.3. Fast Draw - Reload: Crew Training level for reloading cannons

1.1.4. Damage Control: Used to mitigate the effects of damage taken by the ship

1.1.5. Moral: used to determine if a ship strikes it’s colors.

1.2. The suggested value of these numbers are:

1.2.1. For NPC-operated Merchant Ships all CREW STATS = 9

1.2.2. For NPC-Operated Pirate Ships all CREW STATS = 11

1.2.3. For NPC-operated Warships all CREW STATS = 12

1.2.4. For NPS-operated Elite Warships all CREW STATS = 14

1.3. For PC-operated Ships who are primarily crewed by NPC's these beginning CREW STATS may be adjusted based on Role-Play issues such as:

a. Care in crew selection. b. Training time. c. Money spent on crew wages (higher pay = better crew).

2. PLAYER CHARACTER (PC) CREW STATS 2.1. PC Skill levels can modify or be substituted for NPC CREW STATS.

2.1.1. If the PC is directly in charge of the activity in question, use the PC's related stat instead.

2.1.2. If the PC is involved with the activity in questions but not directly in charge of it the GM may modify the NPC.

2.2. Shiphandling: If PC is Captain, Sailing Master or Helmsman, substitute Shiphandling Skill directly.

2.2.1. Requires specialization by rigging type and size, a. Example: Shiphandling – Large, Square-Rigged.

2.2.2. Mods vs. Rigging Type: -2 for unfamiliar rigging type. a. Fore & Aft Rigged b. Latine Rigged c. Square-Rigged

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2.2.3. Mods vs. Size: -1 additive for each change in ship size.

2.2.4. EXAMPLE: A PC With Shiphandling – Small, Fore & Aft would be: a. -3 when handling a Medium, Square-rigged ship

i. -2 for rigging type and; ii. -1 for 1 size change.

b. -5 when handling a Jumbo, Square Rigged Ship i. -2 for rigging type and; ii. -3 for 3 size changes.

2.1.1. Other Defaults/Substitutes: i. Pilot – Sailing Vessel: additional -2 ii. Seamanship: additional -2 iii. Tactics – Naval Combat: additional -2 iv. Boating: additional -4

2.3. Gunner – Cannon

2.3.1. When firing a Battery: If a PC is assigned to a battery as a gun-captain, substitute Gunner - Cannon skill as follows: a. Use the NPC skill listed on the ship sheet or the average (rd) Gunnery Skill for

all PC's assigned to the battery, whichever is higher. b. -1 per gun in battery c. +1 per PC assigned to the battery

i. This bonus cannot exceed the number of guns in the battery

EXAMPLE – Battery: "Port Cannons1" Skill/Mod Result NPC Gunner skill for the ship 10 10

PC's skills are assigned to Battery: 12, 14 AVG = 13 13 Battery has 3 guns -3 10 Bonus for 2 PC's +2 12

2.1.2. Other Defaults/Substitutes: d. When Firing a Broadside use the best skill level of the best battery in the

broadside for the entire broadside. e. An additional +1 can be added if a PC is assigned as Gunnery captain of the

entire broadside (on naval ships this is usually a position held by senior officer) f. Artillery Skill: additional -2

2.4. Fast Draw-Reload: 2.4.1. If PC is gun-captain or battery captain substitute Fast Draw – Cannon skill directly

as follows: a. -1 per gun in battery b. +1 per PC assigned to battery

i. This bonus cannot exceed the number of guns in the battery c. EXAMPLE:

i. Battery has 3 guns; ii. 2 PC assigned as gun-captains to battery iii. -3+2= -1 TO Success roll vs Fast Draw - Cannon

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2.1.3. Other Defaults/Substitutes: d. PC assigned as Battery Captain: additional +1 e. PC assigned as Broadside Captain: additional +1

2.4.2. Damage Control: a. Damage Control Defaults/Substitutes (if in charge of damage control party):

i. Sail Maker (mast/rigging damage only) = Skill -0 ii. Carpentry-Ship (all rolls except mast/rigging damage) = Skill -2 iii. Naval Architect (all Rolls) = Skill -2 iv. Ship Builder (all Rolls) = Skill -0

2.5. Moral: 2.5.1. If a PC is assigned as a senior officer of the ship substitute the following skills:

a. Leadership -0 b. Intimidation-2; c. PC Rank:

i. Captain = Skill -0 ii. XO = Skill -1 iii. Bosun’s Mate = Skill -2 iv. Junior Officer (Lt or Ensign) = Skill -3

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VI. TACTICAL MOVEMENT 1. GENERAL

1.1. A ship’s counter must always be placed so that its bow is pointing directly down a hex row. 1.2. Ships move once per player-turn. 1.3. Each ship’s movement must be completed before other ships controlled by the same

player can be moved.

2. WIND EFFECTS 2.1.1. Each Ship Combat Stat Sheet includes two Movement/Wind Rosettes.

a. One defines the movement of the ship in Light Breezes. b. One defines the movement of the ship in Stiff Breezes.

Figure 1 – Sample Movement/Wind Rosette

2.1.2. The arrow inside the center, gray hex indicates the current wind direction 2.1.3. The dark hex indicates the direction that is directly into the wind

a. Only oar-propelled ships may move directly into the wind. 2.1.4. The number in each hex of the Movement/Wind Rosette is the MAXIMUM number

of Mega-hexes the ship may move in that direction (relative to the wind) during a single turn.

2.1.5. A ship IS NOT required to use its full movement allowance for any one turn.

3. END OF MOVEMENT: 3.1. A movement is considered ended when:

3.1.1. The number of Mega-hexes it has moved exceeds the number of movement points allowed for its current heading versus the wind.

3.1.2. A Ships TURN is considered over when: a. The owing player declares the turn over regardless of movement point

expended, or; b. Once another ship’s movement has started,

3.2. Once a ships movement turn is ended it cannot be moved again until the operating player’s next turn.

3.3. WAIT maneuvers CANNOT be declared for ship movement.

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4. BASIC HEADING CHANGES 4.1. A ship may change heading by 1 hex side at any time during its turn.

4.1.1. Turns are executed by pivoting the ship counter on it bow hex so that the bow of the counter is facing the new direction.

4.2. Wind Effect: Upon turning the movement number of the new direction shown on the Movement/Wind Rosette takes effect IMMEDIATELY.

4.2.1. If that number is equal to or less than the number of Mega-hexes the ship has already move, its movement ENDS for that turn.

4.2.2. If that number is greater than the number of Mega-hexes the ship has already move, the ship may continue moving. a. EXAMPLE – Turning Upwind (see Figure 2):

i. A ship moving on a Broad Reach moves 2 Mega-hexes then: ii. Turns 1hex side counter-clockwise to become Close Hauled. iii. Since its new movement allowance (1 Mega-hex) is < its expended

movement points (2 Mega-hexes) it stops.

Figure 2 – Turning Upwind

4.3. Stacking Limit / Interference: A single Mega-Hex may be occupied by only one ship.

4.3.1. Ships cannot move through Mega-hexes occupied by other ships.

4.3.2. When performing heading changes, ships may not swing through a Mega-hex occupied by another ship.

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EXAMPLE – Turning Downwind (see Figure 3): i. A Close Hauled ship moves 1 hex then; ii. Turns 1hex side clockwise onto a Broad Reach. iii. Since its new movement allowance (3 Mega-hexes) is greater than its

expended movement points (1 hex) it may continue moving.

Figure 3 – Turning Downwind

4.4. Additional Heading Change Attempts: A ship may make additional heading changes at any time during its movement as follows:

4.4.1. The player makes a success roll versus the crew’s Ship Handling skill PLUS the Handling modifier for the ship. a. On a successful roll the ship may change heading by 1 hex side. b. Wind affects take effect immediately

4.4.2. On a failed roll the ship remains in its initial heading. a. The ship may not attempt any more heading changes until it moves at least 1

more hex in the initial heading.

4.4.3. For each additional heading change attempt, the player adds a multiple of the ship’s Handling modifier to the success roll attempt.

Table 2 – Extra Heading Change Skill Mods SUCCESS ROLL MODIFICATION

2-Masted Schooner Frigate HEADING

CHANGE HM=-1 HM=-3 Basic (1st) No Roll No Roll

2nd -1 -3 3rd -2 -6 4th -3 -9

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5. TACKING 5.1. Tacking is a special type of heading change where a close hauled ship attempts to turn its

bow directly into the wind and then continue to the opposite close hauled heading (2 hex sides).

5.2. Regardless of how many other heading changes have been attempted (see Figure 4):

5.2.1. The ship is pivoted so that its bow is into the wind (In Irons).

5.2.2. The player makes a success roll versus the crew’s Ship Handling skill PLUS the Handling modifier for the ship.

5.2.3. On a successful roll, the player pivots the ship the additional hex side and continues movement.

5.3. IN IRONS: On a failed roll the ship I In Irons. Its heading remains into the wind and its movement ENDS for that turn.

5.3.1. An oared ship may either continue moving into the wind as long as number of Mega-hexes the ship has already moved <than its movement allowance into the wind (usually 1 or 2).

5.3.2. If an oared ship has at least 1 unused movement point into the wind it may attempt to come out of irons immediately instead of waiting the beginning of until its next turn.

5.4. For each additional Tacking attempt the player adds the ship’s handling modifier x2 to the success roll attempt.

Figure 4 – Tacking

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5.5. COMING OUT OF IRONS: 5.5.1. To recover a ship that is In Iron, the player makes a success roll versus the crew’s

Ship Handling (no modifiers). a. On a successful roll, the player pivots the ship the additional hex side and

continues movement normally. b. On a failed roll the ship remains In Irons for the turn.

i. If the wind Strength is Stiff Breeze, the ship drifts backwards 1 hex/turn until it comes out of irons.

ii. If the wind Strength is Light Breeze, the ship drifts backwards 1 hex every other turn until it comes out of irons.

6. SIDE-SLIPPING 6.1. A ship that has been moving in a straight line for at least 1 turn may make a minor line

change by slipping 1 hex along the same movement line into either forward Mega-hex.

6.1.1. This slip may occur at any time during the turn. a. Attempts to slip in a direction against the wind require a Ship Handling roll (no

modifiers). b. Attempts to slip in a direction with the wind require no Ship Handling roll.

6.1.2. A ship may perform only one sideslip per turn.

Figure 5 – Side Slipping

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7. GIBING/ WEARING THE SHIP: 7.1. Gibing like Tacking but down wind

7.1.1. Roll Ship Handling a. On success Gybe is successful b. In Failure Gybe is still successful but some damage may occur.

8. FOULING AND GRAPPLING: 8.1. FOULING

8.1.1. Ships in adjacent hexes may become befouled.

8.1.2. Both ships roll vs Ship Handling a. Both ships succeed = No fouling b. Both ships fail – Fouled c. One succeeds and one fails roll 1d6

i. If both ships have same skill - Fouled on 4, 5 or 6 ii. If better Ship succeeds: Fouled on 5 or 6 iii. If Worse Ship succeeds: Fouled on 3, 4, 5, or 6

8.1.3. DAMAGE from fouling a. Should be related to movement (vector and speed differential) but I'm not sure

how.

8.2. GRAPPLING

8.2.1. Any time ships are adjacent may attempt to grapple once per turn

8.2.2. If both ships friendly, grapple is successful automatically

8.2.3. IF not Chance of grapple equals (Maybe like GURPS Man to Man Grapple)

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VII. NAVAL GUNNERY 1. BASIC TARGETING

1.1. FIELDS OF FIRE: 1.1.1. Port and starboard batteries: The fields of fire for port and starboard batteries

extend outward from the side of the ship in a 60° arc as shown in Figure 6 and Figure 7.

1.1.2. Bow and stern chasers: The fields of fire for Bow and Stern chasers extend outward through its front and rear hexes along the left and right hex spines.

1.1.3. Only Mega-hexes that lie fully within these arcs are considered inside the battery's field of

1.2. To be a valid target, at least one entire Mega-hex the ship occupies must be inside the battery's field of fire.

1.2.1. EXAMPLES: a. This ship may be targeted by the port battery b. This ship may be targeted by the stern chasers. c. This ship may be targeted by the starboard battery but special damage rules

apply (see Damage Resolution rules below)

Figure 6 – Targeting and Fields of Fire Examples (3-Masted Ship)

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Figure 7 – Fields of Fire (1, 2, and 4 Masted Ships)

1.2.2. NOTE: Due to the limitations of a hex-based map system, 1-masted ships have a more inclusive set of firing arcs than other ships, this is more than made up for by the fact that they: a. Rarely carry full set of batteries (e.g. no chasers; chasers only, etc.) b. Tend to carry small guns that do limited damage.

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2. LINE OF SIGHT: 2.1. If more than one ship is within the field of fire for a single battery the closer ships cast

"shadows" that obstruct line of sight to ships farther away.

2.1.1. A battery may only target ships for which it has a valid Line of Sight (LOS).

2.1.2. Valid line of sight is defined as: a. Any ship for which at least one of the Mega-hexes it occupies is entirely

outside the LOS shadow of other ships.

2.1.3. To determine ships LOS shadow, imagining a straight line (see Figure 8): a. From the center of the firing ship; b. To the widest points of the Mega-hexes the closest ship occupies and onward.

2.1.4. NOTE: LOS determination is based on the Mega-hexes the ships involved occupy, NOT the counter/model being used to represent the ship.

Line of Sight EXAMPLES (see Figure 8)

Ship LOS Status Notes A VALID • The battery's LOS to this ship is unobstructed.

B No LOS • The battery's LOS to this ship is completely obstructed.

C VALID • The battery's LOS to this ship is unobstructed.

D Valid

• At least one of the Mega-Hexes is entirely outside Ship C's shadow.

• See "Partial LOS" section of TO HIT resolution Rules.

Figure 8 – Line of Sight Examples

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3. RAKING FIRE: 3.1. In naval warfare, raking fire is fire directed parallel to the long axis of an enemy ship.

3.1.1. The row of hexes that extends along the length of a ship is called its “rake line".

3.1.2. Any incoming cannon fire from a 30° arc centered on this line is considered a Partial Rake (Ship A - Figure 9).

3.1.3. Any incoming cannon fire directly along this line is considered a Full Rake (Ship B - Figure 9).

3.1.4. When determining the type of rake, if any part of the shipside in which the battery is located is in the target ship's rake line, it is considered a Full Rake.

Figure 9 – Rake Examples

3.2. Effects of Raking Fire:

3.2.1. Because the battery is directed against a smaller target profile than shooting into a ship's broadside it is less likely to hit the target. a. Positive size modifiers for larger ships do not apply to rakes.

3.2.2. Because individual cannon shot that do hit the target pass through more of the ship, damage is significantly increased. a. Partial Rake: +2 to damage die b. Full Rake against Rigging: Multiply total damage (before DR) x 2 c. Full Bow Rake: Multiply total damage (before DR) x 1.5 d. Full Stern Rake: Multiply total damage (before DR) x 2

3.2.3. A stern rake is more damaging than a bow rake because the shots are not deflected by the curved (and strengthened) bow.

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4. SEQUENCE OF FIRE 4.1. Only gun batteries that are fully loaded may be fired.

4.1.1. Once a battery is fired, it must be reloaded before it may be fired again.

4.2. There are no separate movement and attack phases. Any of a ship's loaded batteries may be fired at any time during its movement turn as follows:

4.2.1. Before the ship uses its first movement point of the turn,

4.2.2. Just before or just after a successful heading change or tack;

4.2.3. Between consecutive movement points during the turn, or;

4.2.4. After the ship uses its last movement point of the turn but before the TURN is declared to be ended.

Figure 10 – Firing Sequence Example 1

4.3. A player must declare all of the battery fire that occurs during the same point of a movement turn together (i.e. before the any results are resolved/known).

4.3.1. A player CANNOT declare a fire mission, resolve the fire mission then declare an additional fire mission (e.g. OOPS! That didn't work ... let's try this!).

4.4. Once all battery fire has been declared for a certain point in the movement turn:

4.4.1. All fire missions are resolved in the order in which they were declared.

4.4.2. The ship must expend at least one more movement point or perform a successful heading change before new battery fire may be declared.

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4.5. Not all of the batteries on the ship location must fire at the same time.

4.6. In the following example a ship with three starboard batteries (HVY-Cannon1, MED-Canon1, and MED-CANNON2) fires as follows.

4.6.1. Fires the single heavy cannon battery on the starboard side at Target A (Note: this is a Full Rake).

4.6.2. Fires both medium cannon batteries on the starboard side at Target b (Note: this is both a Full Rake and a Full Volley.

Figure 11 – Firing Sequence Example 2

4.7. WAIT MANEUVERS: A WAIT maneuver is the ONLY time a ship may fire during another ship's movement turn.

4.7.1. A WAIT maneuver may be declared for a specific battery, full volley of broadside. a. The WAIT maneuver must be declared to the GM (privately or publically). b. The declaration must conform to the requirements defined by the GURPS 4

rule set. c. If the WAIT maneuver is not triggered by the ship's next movement turn, it is

cancelled, but may be redeclared.

4.7.2. WAIT maneuvers CANNOT be declared for ship movement, only gunnery actions.

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5. LOADING/RELOADING: 5.1. Unless specifically stated by the GM (such as in cases where surprise comes into play) all

ships enter combat with fully loaded batteries (you've seen those guys coming for a while).

5.2. The number of movement turns required to load or reload a battery is equal to number of empty (white) boxes under the Reload column of the gunnery table at the bottom of he ship's Ship Combat Stat Sheet. 5.2.1. The standard load/reload time for a battery is four movement turns.

5.2.2. Certain types of guns (such as culverins and carronades) can be reloaded more quickly. In these cases one or more of the Reload boxes for the battery will be blacked-out.

5.3. Load/Reload Process: 5.3.1. Decide the type of shot to be used and record this under the Shot type column of

the gunnery table: a. Round Shot: Basic round cannon balls b. Double Shot: Shorter range than round shot but does extra damage. c. Chain Shot: Does extra damage to mast, sails & rigging. Not effective vs. hulls. d. Grape Shot: Affects crew directly. Shorter range than rounds hot.

5.3.2. At the end of each movement turn in which the battery started the turn in an unloaded state, mark off one box.

5.3.3. When all the boxes for a battery are marked off, it is considered reloaded.

5.3.4. The battery may be fired during any turn in which it starts the turn loaded.

5.3.5. Fast Draw – Reload: Once per loading/reloading process, the player may make a success roll vs the crew's Fast Draw – Reload stat. a. If a critical success is rolled, that battery is +1 TO HIT on its next shot. b. If successful, mark off an extra reload box. c. If unsuccessful, no effect. d. If a critical failure is rolled, refer to the Cannon Malfunction Table below.

5.3.6. Changing Shot Type: To change from one-shot type to another requires a full load/reload process. a. In effect the gun crews fire off the unwanted shot and reload with the new typ. b. Bonuses gained by a critical successes on Fast Draw – Reload attempts are

lost when you change shot type. c. Penalties that are accrued from critical failures on Fast Draw – Reload

attempts may persist (see the Cannon Malfunction Table below).

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Table 3 – Cannon Malfunction Table

Roll 3d6 to determine the malfunction effect Die Roll Result Notes:

3,18 Major Gun Explosion

• Dmg to Location = 2d6 • Battery is reduced by 1 gun permanently. • -1 to crew Moral Stat • Starts fire (see Fire Rules) • PC takes damage if assigned to that gun crew

4,17 Gun Explosion

• Dmg to Location = 1d6) • Battery is reduced by 1 gun permanently. • -1 to crew Moral Stat • Roll d6. On 1-3, PC takes damage if assigned to

that gun crew

5-16 Gun Crew Injury • Roll 1d6: • 1-2= -1 to Gunnery for that battery. • 3-6 = -1 to Fast Draw – Reload for that battery.

6-7, 14-15 Misfire • Battery is reduced by 1 gun on next shot or until cleared during next reload.

8-13 Poor Job • Battery is -1 TO HIT on next shot.

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6. TO HIT RESOLUTION 6.1. To determine the success roll required for any fire mission:

6.1.1. Find the firing ship's Gunnery-Cannon skill listed in the Ship Combat Stat Sheet.

6.1.1. State the Target, type of shot and intended target location. (e.g. "Firing Battery1, at the HMS Lotus, round shot at hull", or "Firing Battery2, at the Treachery, chain shot at Rigging)

6.1.2. Establish a valid Line of Sight to the target ship.

6.1.3. Determine the RANGE: Starting at zero, count the number of Mega-hexes starting with the closest part of the firing ship and ending with the closest part of the target ship.

Figure 12 – Range Determination

6.1.4. Add the Range Modifier from the following table to the Firing Ship's Gunnery skill.

Table 4 – Gunnery Range Modifiers RANGE in

Mega-hexes MOD

0 2 0 3 -1

4 5 -2 67 -3

8 10 -4 11 15 -5 ≥16 -6

6.1.5. Aiming: ther is no aditional aiming bonuses. GURPS4-type aiming bonuses are built into the mechanics.

6.1.6. Other Modifiers: Adjust the Ship's gunnery skill by as many of the modifiers from the Table 4 as apply.

6.1.7. Make a success roll vs. the final number.

6.1.8. Determine the number of hits made: a. Subtract the number rolled from the Final TO HIT number. b. Divide that number by the Rcl number listed for the Battery(ies) being fired

(round down). c. This is the number of hits made on the target.

i. Hits are counted off per battery, starting with the top-listed battery for that shipside and working down:

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6.2. EXAMPLE 1:

Figure 13 – Example of a Stern Rake

a. The Bell Marie has a crew Gunnery Skill of 14 the following batteries available on her port side.

Cannon Type Max Acc Dmg Guns Rcl Shot Type Reload Strb Hvy Cannon1 12 0 D6+2 2 2 Double Shot X X X X

Strb Cannons1 12 0 d6 3 2 Double Shot X X X X Strb Cannons2 12 0 d6 3 2 Double Shot X X X X

b. She fires All of them at the HMS Lotus, a 3-masted frigate that is 3 hexes away it is a full stern rake.

EXAMPLE: Bell Marie Vs The HMS Lotus Skill/Mod Result Crew Gunnery skill for the ship 14 14 Range Mod (range =3) -1 13 Battery ACC rating 0 13 Black Lotus Size Mod 0* 13 Broadside Bonus +4 17 Final TO HIT 17 *No Target Ship Size Mod due to Full Rake

a. The player rolls a 7 b. No. of Hits = (Final Skill - Success Roll) ÷ 2 *(rd)

No. of Hits = (17 - 7) ÷ 2 *(rd) No. of Hits = (10) ÷ 2 *(rd No. of Hits = 5

c. Starting from the top-listed battery and working down: i. 2 Hvy Cannon HITS ii. 3 regular Cannon HITS

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6.3. EXAMPLE 2: a. Same Situation but the Bell Marie is firing Chain Shot at the HMS Lotus' rigging

Cannon Type Max Acc Dmg Guns Rcl Shot Type Reload Strb Hvy Cannon1 12 0 D6+2 2 2 Chain Shot X X X X

Strb Cannons1 12 0 d6 3 2 Chain Shot X X X X Strb Cannons2 12 0 d6 3 2 Chain Shot X X X X

b. She fires All of them at the HMS Lotus, a 3-masted frigate that is 3 hexes away it is a full stern rake.

EXAMPLE: Bell Marie Vs The HMS Lotus Skill/Mod Result Crew Gunnery skill for the ship 14 14 Range Mod (range =3) -1 13 Battery ACC rating 0 13 Black Lotus Size Mod +1* 14 Targeting Square-Rigging +1 15 Using Chain Shot -2 13 Broadside Bonus +4 17 Final TO HIT 17 *Target Ship Size Mod do apply to rakes of rigging on square-rigged targets

c. The player rolls a 7 d. No. of Hits = (Final Skill - Success Roll) ÷ 2 *(rd)

No. of Hits = (17 - 12) ÷ 2 *(rd) No. of Hits = (5) ÷ 2 *(rd No. of Hits = 2.5 = 2

e. Starting from the top-listed battery and working down: i. 2 Hvy Cannon HITS

6.4. Partially Obscured Targets: If more than one ship lies within the field of fire for a battery the background ship may be targeted if at least one of the Mega-hexes it occupies is entirely outside the shadow(s) cast by the foreground ships.

6.4.1. Declare the fire mission as if it were unobscured.

6.4.2. Determine the TO HIT number for the target ship (TO HITT).

6.4.3. Determine the TO HIT number for the foreground ship TO HITF). It will probably be a higher number than TO HITT.

6.4.4. Make the success roll. a. If the roll is ≤ TO HITT, resolve the HITS as described above against the target

ship. b. If the roll is > TO HITT but ≤ the TO HITF resolve the HITS against the

Foreground ship. c. If the roll is > TOHITF the shots miss both ships. d. If TO HITT =TO HITF, Roll 1d6 for each HIT.

i. 1-3 = HIT accrued against the Target Ship. ii. 4-6 = HIT accrued against the Foreground Ship.

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Table 5 – Miscellaneous Gunnery Modifiers

Modifier Type Definition Mod

First Volley • The first volley fired from any battery has a slightly better

chance of hitting: the crew is more calm, loading of cannon was done in a less hurried manner, etc.

+1

ACC of gun • Accuracy bonus for type of cannon (see Ship Combat Stat Sheet. Variable

PC Aim Bonus • See Player Character (Pc) Crew Stats rules above. Variable • TINY (<1 Mega-hex) -2 • SMALL (1 Mega-hex) -1

Target Ship Hull Size Mod • Large & Jumbo (>3 Mega-hexes).

• Not applicable to Raking Fire vs hull. • Not applicable vs Raking Fire vs rigging on Fore/Aft or Latine

rigged ship

+1

• Targeting the entire rigging area (including all sails) of a square rigged ship. +1

Mast & Rigging • Targeting the entire rigging area (including all sails) of a

Fore/Aft or Latine rigged ship. - - Mast/Sail only • Specifically targeting an individual mast or sail. -5

Chain • Firing a battery loaded with chain shot. -2 Double Shot

• Firing a battery loaded with double shot. • Max Range for double shot is 6 Mega-hexes. - -

Grape Shot • Firing a battery loaded with grape shot. • Max Range for grape shot is 6 Mega-hexes. -2

Full Volley:

• Combining two batteries of the same shipside into one TO HIT roll.

• Not Available for Chasers. • Additional =1 if both batteries are the same cannon-type. • All Batteries MUST be loaded with the same shot.

+1/+2

Broadside

• Combining 3 or more batteries on the same shipside into one TO HIT roll.

• Not Available for Chasers. • All Batteries MUST be loaded with the same shot.

+4

Raking Fire • No "+" target ship size mods for raking fire against • Hull targets – all ships. • Rigging targets on Fore/Aft or Latine rigged ship.

- -

6.1. Defense: There are no ship related defensive rolls during Naval gunner combat. 6.1.1. Under certain obscure circumstances the GM may decide that certain personal

defensive roles may be applicable to individual PC's

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7. DAMAGE RESOLUTION 7.1. For each HIT achieved during fire mission, the attacking player rolls the damage dice

indicated in the DMG column of the Gunnery Table of the Ship Combat Stat Sheet. Adjust the damage rolls as described in Table 6 below

7.1.1. DR is counted against Each Hit.

7.1.2. Unless stated otherwise, each Adjust the damage rolled for each HIT separately. a. EXAMPLE 1: If three a 3 HITS are achieved for a stern rake, add the x 2

bonus to EACH die roll, NOT the total. i. Hit1: 4 pts x 2 = 8 pts -2DR=6 ii. Hit2: 2 pts x 2 = 4 pts -2DR =2 iii. Hit3: 6 pts x 2 = 12 pts -2DR =10 iv. Total Hits = 18 pts

7.2. Tally the effects of EACH HIT separately, against the closest ship location (see Table 1, above) first, according to Figure 14.

Figure 14 – Damage Location Diagram

7.3. If more than one location is eligible to receive damage (e.g. attacks against a multi-masted ship's rigging from the port or starboard quarter) for EACH HIT, assign the location randomly.

7.4. Blow Through: If the amount of damage done by all the HITS of a single fire mission is more damage than the receiving location's Hit Points, the remaining damage is tallied against the next location along the line of fire.

7.4.1. This continues until all damage is assigned. a. This most often comes into play in the case of raking fire against a ship's

rigging.

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Table 6 – Damage Modifiers

Type Damage Mod per HIT Notes Partial Rake (Bow or Stern) +2/HIT

Bow Rake Dmg roll x 1.5 before DR/Hit Stern Rake Dmg roll x 2 before DR/Hi

Double Shot

Double the amount of die rolls die made per HIT. • If the Dmg roll is d6+2, roll

d6+2 twice and add the results together (+/-appropriate mods) and total

• Max Range: = 6 • Not Available for Chasers and

Carronades

Round Shot against Rigging Max Dmg =1d-4

Chain against Rigging +2/HIT versus masts, rigging and sails

Chain against Hull -2/HIT Grape against Rigging Roll damage normally No DR

No damage against Hull Roll 2d6 instead and refer to following sub-table.

ROLL EFFECT 2 PC takes Damage; For NPC Ships -1 to Moral 3 -1 to Damage Control 4 -1 to Moral 5 -1 Ship Handling

6-8 -1 Gunnery 9 -1 Ship Handling

10 -1 to Moral 11 -1 to Damage Control

Grape against Hull

12 PC takes Damage; For NPC Ships -1 to Moral

8. TO HIT Critical Successes and Failures 8.1. If a critical success is rolled on any Fire mission:

8.1.1. Roll and tally normal damage. 8.1.2. Make 1 roll on the Table 7 – Key Effects Table. 8.1.3. In addition to effects of Key Effects Table:

a. Subtract 1 point of to HEALTH from the ship . b. Subtract 1 FATIGUE point from the ship.

8.2. If a critical failure is rolled for any fire mission make 1 roll on Table 3 – Cannon Malfunction Table. 8.2.1. If more than one battery was used in the fire mission, roll the effected battery

randomly.

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9. EFFECT OF DAMAGE 9.1. General: If the total damage pips rolled for an individual HIT exceeds the Damage

Resistance (the RED number listed in the Location diagram on the Ship Combat Stat Sheet) of the affected ship location the excess pips hits are subtracted from the location's Hit Points.

Figure 15 – Typical Ship's Location Diagram (2-Master Ship)

9.2. Hull Damage:

9.2.1. Each ship has four hull locations that can accrue damage: a. Bow b. Stern c. Port-side d. Starboard-side

9.2.2. When any hull location's HP ≤ 0 (the BLACK number listed in the Location diagram): a. The ship gains 1 Fatigue Point (FP). b. Lose 1 gun from a random battery in that location. c. The player makes a success roll vs the Ships current Health (HT) – 1 for every

Fatigue Point (FP) accrued. i. Successful roll = no effect ii. Failed roll = Roll against Key Effect Table.

9.2.3. The same occurs any time any hull location's HP's ≤ -1* (Starting HP) for that LOCATION.

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a. If a ship's port-side location has a Starting HP of 10 pts. The ship would gain a fatigue point and make a success roll vs ship's HT at 0 HP, -10 HP, -20 HP, -30 HP, etc.

9.3. Rigging Damage: 9.3.1. Ships have varying numbers of masts depending on ship type (see Table 1).

9.3.2. When any Rigging location's HP ≤ 0 (the BLACK number listed in the Location diagram): a. The ship gains 1 Fatigue Point (FP) b. The player makes a success roll vs the Ships current Health (HT) – 1 for every

Fatigue Point (FP) accrued. i. Successful roll = no effect ii. Failed roll = Mast Destroyed.

9.3.3. When a mast is destroyed: i. Loose 2 point of movement from all sailing points (dragging mast over the

side). ii. On successfully Damage Control Roll, regain 1 hex of movement (mast

successfully cut away). iii. All ships with at least 1 functioning mast can always move 1 hex in any

direction except into the wind (unless "Oared").

9.3.4. When all masts gone: a. The ship drifts with wind:

i. Stiff Breeze = 1 Mega-hex / turn ii. Light Breeze = 1 Mega-hex / 2 turns

b. Makes a random heading change at the beginning of each turn. i. Roll 1d6: 1-3 = 1 hex side clockwise; 4-6 = 1 hex side counter-clockwise.

Figure 16 – Example of Damaged Ship

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Table 7 – Key Effects Table

ROLL TYPE PC LOSE FATIGUE

LOSE HT NOTES

3 LOSE MAST R 0 1 • -2 MPs; get 1 back on successful Dmg Ctrl roll

4 FIRE R 0 1 • 1d6 Dmg to Location – (Success

vs. Dmg Ctrl/2) • See Fire Rules.

5 PUMPS LOST 1 0 • -3 to Damage Control roll

6 RUDDER LOST/FROZEN 2 1

• Cannot turn until successful Dmg Ctrl Roll (-2).

• Not applicable to bow damage. Minor Leak instead.

7 RUDDER DAMAGE 1 1

• +4 to handling roll for ANY course change.

• Must roll for “free” course changes too.

• Not applicable to bow damage. Minor Leak instead.

8-9 MINOR LEAK 1 1 • -2 MPs; get 1 back on successful Dmg Ctrl roll

10-11 MINOR GUN LOSS R 0 0 • Lose 1 gun from the side hit or roll random

12-13 YARD BREAKS OFF R 0 0 • 1dg damage to mast (random Roll)

14 CARGO LOST R 1 1 • Lose 20% of cargo

15 SEVERE GUN LOSS R 1 1

• Lose 1d6-2 gun from the side hit or roll random

• If result of rake roll randomly for ALL Locations with Guns

16 ANCHOR CABLE BREAKS R 2 1 • Can’t anchor (unless you have two;

≥2 masts)

17 MAJOR STRUCTURAL DMG R 2 1 • 1d6+2 extra damage to Location

(no DR)

18 MAJOR LEAK 1d6/2(rd) +1 1 • e.g. 2-4 FT Points

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10. CATASTROPHIC DAMAGE 10.1. STRIKING COLORS: 10.2. When the ships current HT reaches ½ of its initial HT due to the effects of damage, make

a success roll against the ship's Moral stat. a. Successful roll = no effect b. Failed roll = Ship strikes it's colors.

10.2.2. Make an additional Roll every time additional FP is accrued. a. If more than 1 FP is accrued due to a single event (e.g. the same fire mission, a

single roll on the Key Effects Table, etc) only make one Moral roll.

10.3. FIRE: A ship may catch fire as the result of: 10.3.1. A roll on the Key Effects Table.

10.3.2. If any hull location takes its Starting HP*2 damage in one turn a. Make a success roll vs the ship's Current HT – total FP's b. On a success = No Effect c. On a Failure = Fire Breaks out

10.3.3. At the start of the turn AFTER a fire breaks out Roll 1d6. This is how much damage the fire causes to the affected location. a. Talley this damage separately from other damage.

10.3.4. Fire Fighting: At the end any the turn where a Location has Fire Damage roll vs the crew's Damage Control skill level. a. Reduce the amount of recorded fire damage by the amount the roll is made +1.

i. +2 to the crew's Damage Control skill level if the ship did not fire any batteries.

ii. + 2 the crew's Damage Control skill level if the ship was not fired upon in that turn.

iii. -1 the crew's Damage Control skill level for every Location of the ship that is on fire.

10.3.5. Spreading Fire: Once the fire does damage ≥ the Location's starting HP it may spread to any adjacent ship Location. a. This includes:

i. Functioning Masts and; ii. Locations on other ships that occupy adjacent Mega-hexes to the burning

Location. b. For each adjacent Location, make a success roll vs that ship's Starting HT –

total FP's i. Mast Locations are -4 to this roll ii. Locations on adjacent ships are +2 to this roll iii. Make these rolls at the start of any turn where the total fire damage for a

location ≥ its Starting HP. c. On Success = Fire does not spread. d. On Failure = the Fire spreads

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10.3.6. Powder Magazine: At the beginning of any turn were two or more Hull Locations have accrued ≥ the locations' Starting HP there is a chance that the ships powder magazine might explode. a. Roll 3d6. If the result is 3 the magazine explodes

i. +1 to the roll for every multiple of Starting HP a Hull Location has accrued. ii. EXAMPLE: The HMS Lotus is on fire. • Her Port-side and Starboard-side locations has a starting HP 0f 10. • The Port-side has taken 23 pts of fire damage (2.3 Starting HP). • The Starboard-side has taken 11 pt of fire damage (1.1 Starting HP). • The roll for a magazine explosion would be 3d6+3 (e.g. a roll of

15,16,17,or 18)

10.4. SINKING: 10.4.1. When a ship has no Fatigue Points remaining, it sinks.

10.4.2. When a Hull Location of a ship takes enough Damage points so that its current HP's = Starting HP's times -5, the ship sinks. a. EXAMPLE: If a Hull Location has a Starting HP of 10 and that Location takes

60 DP's, it will sink: 10 - 60= -50 (-5 x Starting HP)

10.4.3. A ship with partial damage will eventually sink if the damage is not repaired.

10.4.4. The time it takes a partially damaged ship to sink is determined by the following formula (Hey! It's GURPS! You knew there had to be a formula!!!):

Hours = (ship's Starting HT – Current FP) x Crew Dmg Ctrl Skl x No. of Masts Locations ÷ 60 (round down to nearest ½ hour) (including destroyed masts)

a. EXAMPLE: the HMS Lotus is a (3-masted) Frigate with a HT of 14. Her crew has a DMG Ctrl Skill of 10. She has accrued 6 FP's. If her damage remains unrepaired she will sink in: (14 - 6)*10 *3 = 4 hrs

b. EXAMPLE: the Treachery is a (2-masted) Schooner with a HT of 14. She has accrued 1 FP's. Her crew has a DMG Ctrl Skill of 14. if her damage remains unrepaired she will sink in: (14 - 1)*14 *2 = 6 hrs

10.4.5. Pumps: if the ship has functioning pumps, make one roll vs. the Crew's DMG Ctrl skill per 1/2 hour. a. On success = add 1 hour to the ships total sinking time. b. On failure = add 30 minutes to the ship's total sinking time. c. This pump efficiency roll can be performed in addition to other damage control

or repair activities

11. DAMAGE CONTROL AND REPAIR 11.1. Damage Control During Combat: Any turn a ship is not fired upon and does not fire or

reload its batteries during a movement turn may, at the end of that turn

11.1.1. Roll against the crew's Dmg Control skill – FT points over ½. On successful roll recover 1d6-3 damage to a: a. Hull Location until the Location's DP's = 0 (NOT Starting HP)

i. If the Location's damage is reduced so that is rises above a Starting HP multiple, the ship regains 1 HT point and removes 1 FP

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b. Mast Location. i. The Mast must still be standing.

11.2. Damage Control "Out of Combat": Once the ship is out of combat the crew may perform one of the following.

11.2.1. HULL Damage: Every 30 minutes roll against the crew's Damage Control skill. a. b. On success:

i. Remove 1 FP from the ship until the FP's = 0. ii. Reduce the damage points for a damage location by 5 pts until the Hull

Location's damage = 0 (NOT Starting HP) c. On failure = no effect. d. On a Critical Success – points repaired =10 e. On a Critical Failure – roll 1d6 extra damage to Location being repaired.

11.2.2. RIGGING Damage: Every 2 hours roll against the crew's Damage Control skill. a. On success reduce the damage points for one Mast to 1/2 Starting HP and

regain use of the Mast and its rigging/sails (Most sailing ships of the time carried replacement mast spars)

b. On failure = no effect. c. On a Critical Success – points repaired =10 d. On a Critical Failure – roll 1d6-2 extra damage to Location being repaired.

11.3. Permanent Repairs: The last HP's for any Location can only be repaired by either careening the ship or having the repairs done at a shipyard.

11.3.1. These "permanent" repairs take 1 day/5 damage points modified as follows. a. Work overseen by PC or NPC with either a Shipwright or Naval Architect skill.

i. For each damaged Location make a success roll. ii. Subtract success margin ÷ 2(rd) from days/DP. iii. On a Critical Success – repair entire Location in 1 day iv. On a Critical Failure – roll 1d6 extra damage the Location

b. Work performed by PC or NPC's with Shipwright of Carpentry skills. i. For each damaged Location make a success roll vs AVERAGE skill level of

workman (include workman with default level skills) ii. Subtract success margin ÷2 (rd) from total days required to fix the Location

(Minimum 1 day). iii. On failure = no effect iv. On a Critical Success – repair entire Location in 1 day v. On a Critical Failure – roll 1d6-2 extra damage to random damaged

Location

11.4. Recovery of Crew Stats: Reductions in crew stats due to the effects of combat are only recovered by hiring/impressing and training new/more crewmen.