SPECIAL CREW: MASTER GUNNER
‘A Master Gunner is a special crew member, represented
by a counter in the same way as a Commander or
Physician. The Master Gunner allows you to employ
treble shotting the first time you fire a broadside. Treble
shotting follows all of the rules for double shotting, but
also allows you to re-roll any scores of a 1 to hit.
In addition, if'a Master Gunner is on board a Ship of the
Line, that ship may employ rapid firing! The ship may
choose to fire twice with its light and heavy cannons (not
carronades), but at -1 to hit. Carronades are not affected
by this penalty. Rapid firing may not be combined with
double or treble shorting
SHARPSHOOTERS
Whenever your ship is involved in a boarding action,
roll a D6, On the score of a 4+, the enemy vessel los
1 Crew Point. On the score of a 6, you may target one of
the enemy's special crew members, or sharpshooters if
any are present - choose which if there are several
options. The enemy player may take a saving throw as if
rolling for a low location ~ if the saving throw is failed,
the special crew member is killed (or the sharpshooters
upgrade is stuck from the roster). If the save is successful,
he removes a normal Crew point instead
OVERGUNNED (TYPE)
Adds +2 Heavy Cannon to broadsides for Ist Rate Ships
of the Line, +1 Heavy Cannon to broadsides for all other
Ships of the Line and Frigates, and +1 Light Cannon to
Unrated vessels. In addition, an overgunned vessel
receives a +1 bonus to its Crew rating. This upgrade
often applies to a specific ship type rather than a whole
category, as specified in the Fleet list upgrades.
SPECIAL SHOT: CHAIN SHOT
ted to Heavy and Light cannons only.
Carronades may not fire in the same turn as Chain Shot,
Chain Shot may only be fired high. All shots are at an
additional -1 to hit, but a successful unsaved hit inflicts
double damage (2 points for every I hit), and adds +1 0
rolls on the High Critical Hits table
SWIVEL GUNS.
‘These small cannon were often mounted along the sides
of ships, as a visible deterrent to enemy boarders. This
ship rolls an extra dice when working out its Defence
value against boarders. It must choose the highest roll,
as described on page 29.
CHASERS, BOW
Choose either 2 light cannons or 1 heavy cannon ~ you
must specify the type before the battle begins. May fire at
target within a 30-degree arc directly forwards
measured from the end of the bowsprit (use the template
provided at the back of the book). Chasers may not be
combined with special ammunition, nor are they affected
by damage to low locations.
CHASERS, STERN
Choose either 2 light cannons or 1 heavy cannon, May:
fire at a target in a 30 degree arc directly aft, measured
from the centre point of the stern (use the template
provided). Chasers may not be combined with special
ammunition, nor are they affected by damage to low
locations.
SPECIAL CREW: SHIP'S PHYSICIAN
‘This learned man is much more than a mere surgeon.
Roll a dice during the ‘repairs’ part of the End phase. A
score of a 6 restores a single lost Crew point. This may
never take your Crew points above their starting level