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CARD DECKS AND FLEET / SQUADRON DICE FLEET / SQUADRON DIE Abysmal Trained Poor
Seasoned Veteran
TYPE Poor
DECK ADJUSTMENTS FOR POOR TO SUPERIOR FLEETS REMOVE 1 Lull 2 Lull 3 Lull 5 Lull 1 Squadron Advantage ADD
Tactical Advantage TOTAL CARDS: 24 SHIP DIE & CAPABILITIES Bireme (Two)
Seasoned Veteran
Trained
1 Squadron Action & 1 Tactical Advantage 2 Squadron Action & 1 Tactical Advantage 3 Squadron Action & 2 Tactical Advantage Catapults NA NA NA NA NA NA NA Move Rate 8'' 8'' 8'' 8'' 8'' 8'' 8'' 6'' 6'' 6'' Max. Turn 180 180 180 135 135 135 90 90 90 90 45
Ram / Rake D6 D6 D8 D8
D10
10''
Heavy Quadrereme (Four) Heavy Quinquireme (Five) Seven to Nine TURNS FAST SHIPS INCLINE MOVES Ten + Light Quinquereme (Five)
D12 + 2 D12 + 3
Turns may be carried out as moves (by non crippled ships) on an even cruise card die roll, or on turn cards. For ease of play, work a 135 turn as a 90 turn plus a 45 turn.
Provided ships move forward more than half rate, they may incline 2'' sideways without a change of heading. (This represents minor steerage correction by helmsmen).
Fast ships are ships that can move two or more inches faster than the slowest ship present in either fleet. Fast ships may incline at the start of a move (see below).
Use a single squadron die for all of the ships in a squadron vs D8.
CRUISE
Compare squadron die result with D8 result: More by 4+: 3 moves. More: 2 moves. Lose or tie: 1 move.
May Incline 2'' at the start (fast ships) or end of each move. May Back Oars at half speed (may not incline). Disabled (-3/4HI) ships may not move. Crippled (-2HI) ships move at half speed (may not incline). IF THE MOVEMENT DIE ROLL IS EVEN:
At contact ships may immediately ram or rake without a close action card. Ships may become unlocked and move normally.
CATAPULTS
Range is: 10'' measured from the main mast of the shooter to the main mast of the target.
Compare missile die with D6: If the missile die is more than the D6 and odd the target loses one CI. If the missile die is more than the targets roll and even the target loses one CI and is holed. If the targets D6 roll is a 1 it catches fire. Harpago: Range 4''. If the missilery roll is more than the defenders roll and even the target is dragged into contact with the shooter; the ships become locked together. Down 2 Ten + Down 1 No Change Four to six Tactical advantage Three Aphract Up 1
Adjust
Up2
Seven to nine
Smaller
RAMMING
Bow to bow ramming at less than 45: Roll ramming die vs ramming die with the initiator gaining a tactical advantage (compare die results to assess damage); otherwise roll ramming die vs D6. Compare ramming die with D6: Rolling a natural 1 on the ramming die causes the ramming ship to be holed and ram lost (a complete cock up). Any positive result causes the rammed ship to be holed. Any negative or equal result indicates failure to ram (target avoided, not enough momentum, etc). Each two pips positive difference in the ramming dies favour will cause one Hull Integrity (HI) damage.
0 to 2 HI damage on an even ramming die allows the attacking ship to withdraw 2''. 3 HI damage and an even ramming die result causes the target ship to become a wreck and the ramming ship may withdraw 2''.
Circumstance Crew Integrity Target Orientation & Circumstances Target Class RAKING
Training
Adjust
4 HI damage and an even ramming die result causes the target ship to shatter and sink and the rammer may continue to move up to a further 4'' - possibly ramming another ship. On any odd ramming die result the ships become locked together and regardless of HI damage the target will not actually sink; ships locked with holed ships with 4 HI damage are locked with wrecks. Abysmal Crippled Down 2 Down 1 Poor No Change Trained Seasoned Up 1 Veteran Up2
-1
Compare ramming die result with D6. Each two pips positive difference in the ramming dies favour will cause one HI loss to the target. If the ramming die is a natural 1 the ship rakes it self using the D6 result for damage assessment. If the raking die is even, and there is room to place the raking ship immediately beyond / behind the target, the attacker moves to that point, otherwise the ships become locked at the point of contact. If raking two vessels (side by side) together, rolling odd on 1st first target immediately prevents a rake on the 2nd target. The raking more than one ship simultaneously adjustment applies to both rakes. Abysmal -3 Recaptured Crippled Down 2 Down 1 Poor No Change Trained Seasoned Up 1 Veteran Up2
Training
-1
A Corvus may only engage ships that are forward of its mast.
All boarding actions are fought out (multiple rounds) using the initial boarding die until: 1. Either ship is reduced to 0 Crew Integrity (CI) at which point it is taken.
Compare boarding die with boarding die: Each two pips positive difference will cause one CI loss to the loser.
Ships may not board vessels that are two or more brackets bigger / smaller (e.g. Two vs six). Once a boarding action is declared the ships become locked together.
A ship may only declare one boarding action on a close action card and may not declare another until it is fully resolved.
2. The defender wins or ties a round of melee, in which case the boarding attempt is repelled; the defender may choose to become unlocked.
Adjust
3. The attacker wins a round but his die roll is odd, at which point the action becomes ongoing and must be continued on the next Close Action card turned. Abysmal Down 2 Down 1 Poor No Change Trained Seasoned Up 1 Veteran Fleet Flag Up2
-1
Squadron Flag Tactical advantage Corvus in 1st round. Larger than enemy ship & defending Three to four Full
Enemy Ship
Five to six
Per two pips Squadron dice > D8 = Rally one CI or HI, or plug a hole, or put out a fire. If the leadership die result is a 1 no further leadership tests may be voluntarily taken by the squadron. Down 2 -3 Down 1 -2 No Change -1 Trained Up 1 Full Up2
Circumstance
Up to 12''
Veteran
Ships losing two HI are crippled. Crippled ships move at half rate and may only turn on turn cards. Ships losing three or four HI are disabled. Disabled ships may not move, turn, ram, or rake. Ships losing four HI and holed or on fire are wrecks / treated as destroyed. They will always stay afloat if locked to another ship that is not a wreck (see wrecks below). Ships reduced to 0 CI whilst in contact with an enemy ship are captured, otherwise they flee. Ships which are captured must flee the battle zone. They may not be rallied on Leadership cards. They count as having 0 Crew Integrity but always roll an unadjusted D4 if boarded. These rules for captured ships may not be historically accurate - but they keep life simple.
Roll D6: On a result of 1 - 2 a ship allowed to sink will become a waterline wreck. Any ship wishing to pass over a waterline wreck must roll D6: On a result of 1 - 3 the ship is holed and loses one CI.
1. Any ship not in an ongoing boarding action may become unlocked. 2. Any ship with a hole or fire loses one HI.
3. Any ship locked with a burning ship must test (squadron die vs D8 and win) to avoid catching fire.
4. Any squadron at 50% strength or less must test using its squadron die (with a Down 1 modifier if the squadron has no flagship) vs D8. If the D8 result is greater, each remaining ship in the squadron loses 1CI for each pip difference in the result.
5. All fleeing ships must move at their maximum rate away from the combat zone. Fleeing ships are allowed to make a turn (up to maximum arc) each time they move to avoid other ships. SEAMANSHIP Roll Squadron Die Vs D8. LULL
3. Squadrons at 50% must test morale. If the Sqd. die is less, each ship loses one CI for each pip difference in the result 4. Any ships not in an ongoing melee may unlock.
2. Ships locked with a ship on fire must test to catch fire. (Sqd. Die vs D8)
Per two pips Squadron Die > D8 = Rally One CI or HI, or plug hole, or put out fire. If the leadership die result is a 1 no further leadership tests may be voluntarily taken by the squadron.
The enemy may attempt to steal the initiative. The enemy may choose to gamble a Tactical Advantage card. If the friendly die is greater play continues. If the enemy die is greater a gambled Tactical Advantage card becomes a Squadron Action card, otherwise the enemy must turn 1 sequence card and may act upon it. CRUISE Roll Squadron die Vs D8 Roll 1 = No move. Win by 4+ = 3 moves. Win = 2 moves. Lose or tie = 1 move. Roll Fleet Die vs Fleet Die.
No Friendly Action.
5. Fleeing & captured ships move away from the combat area. Fleeing ships are allowed a free turn before moving. TURN
Note: Ships do not have to be within command radius to rally. CLOSE ACTION Ram, rake or board All ongoing boarding actions must be resolved. a) Ram a ship within 1'' to front (see ramming table), or
Ships must pivot on their centre point and may not end in contact with a new enemy ship.
c) Become locked with and board a ship within 1'' to beam or front (see boarding table). SQUADRON ACTION One Squadron may use this card as any one of the following cards: 2. Close Action 4. Seamanship 5. Shoot catapults OR 3. Turn 1. Cruise
If the Squadron die is even: 1. Ships (not in ongoing boarding action) may unlock and move normally. 2. Non crippled / disabled ships may use moves to turn. 3. Ships may ram or rake providing they move into contact. TACTICAL ADVANTAGE
If the Squadron die is odd or even: 1. Disabled (-3HI) may not move. 2. Crippled (-2HI) move at speed. 3. May back oars at half speed. 4. Non crippled ships may incline.
The enemy may attempt to steal the initiative. The enemy may choose to gamble a Tactical Advantage card. If the friendly die is greater play continues. If the enemy die is greater a gambled Tactical Advantage card becomes a Squadron Action card, otherwise the enemy must turn one sequence card and may act upon it. Roll Fleet Die vs Fleet Die.
2. Use immediately to shoot all catapults in the fleet. 3. Store for one of the following: a) To give an Up 2 adjustment to one die before the roll. b) To reverse odd / even of one die after the roll. c) To be gambled on a Lull card. d) Shoot catapults of one vessel.
1. Use immediately for one ship as: a) Cruise, or b) Close Action, or c) Turn, or d) Seamanship, or
1 2 3 4 1 2 3 4 QUADRIREME / SIX
2 BIREME 3 4 1 2 3 4 1 2 3 4 BIREME 1 2 3 4
1 2 3 4 1 2 3 4 1 2 3 4
2 3 4 1 2 3 4 1 2 3 4
2 3 4 1 2 3 4 1 2 3 4
2 3 4 TRIREME
2 3 4 1 2 3 4 1 2 3 4 1 1 2 2 3 3 4 4 4 3 2 1 1 2 3 4
TEN +