Combat on Water

Vessels

Large Galley
Oared Movement
Speed Inches per turn
Slow 10
Cruise 15
Fast 25
Sailed Movement
Point of Sail Inches per Turn in Light Breeze Inches per Turn in Strong Breeze
Running 20 25
Broad Reaching 15 20
Beam Reaching 10 15
Small Galley
Oared Movement
Speed Inches per turn
Slow 15
Cruise 20
Fast 30
Sailed Movement
Point of Sail Inches per Turn in Light Breeze Inches per Turn in Strong Breeze
Running 25 30
Broad Reaching 20 25
Beam Reaching 15 20
Longship
Oared Movement
Speed Inches per turn
Slow 12
Cruise 18
Fast 25
Sailed Movement
Point of Sail Inches per Turn in Light Breeze Inches per Turn in Strong Breeze
Running 30 35
Broad Reaching 25 30
Beam Reaching 20 25
Large Merchant Ship

No Oared Movement

Sailed Movement
Point of Sail Inches per Turn in Light Breeze Inches per Turn in Strong Breeze
Running 20 30
Broad Reaching 18 27
Beam Reaching 15 24
Beating 10 20
Small Merchant Ship

No Oared Movement

Sailed Movement
Point of Sail Inches per Turn in Light Breeze Inches per Turn in Strong Breeze
Running 25 35
Broad Reaching 22 32
Beam Reaching 20 30
Beating 15 25
Sailed Warship

No Oared Movement

Sailed Movement
Point of Sail Inches per Turn in Light Breeze Inches per Turn in Strong Breeze
Running 25 35
Broad Reaching 22 32
Beam Reaching 20 30
Beating 15 25
Boat
Oared Movement
Speed Inches per turn
Slow 10
Cruise 15
Fast 20
Sailed Movement
Point of Sail Inches per Turn in Light Breeze Inches per Turn in Strong Breeze
Running 15 20
Broad Reaching 12 17
Beam Reaching 10 15
Beating 5 10
Raft
Oared Movement
Speed Inches per turn
Cruise 15
Sailed Movement
Point of Sail Inches per Turn in Light Breeze Inches per Turn in Strong Breeze
Running 10 15
Broad Reaching 6 10

Movement

Movement is in inches.

Oared Movement

Oared Movement is at one of three speeds: Slow, Cruise, or Fast.

This requires a crew of well rested rowers.

A rested crew has a fatigue factor of 30.

Each turn of movement uses fatigue factor depending on the speed travelled.

Oared Movement Fatigue
Speed Fatigue Factor Cost
Slow 2
Cruise 3
Fast 10

A turn of rest replenishes 1 Fatigue Factor.

Oared movement in the same direction as a current is increased by 5 inches.

Oared movement in the opposite direction of a current is reduced by 5 inches.

Rowing backwards speed is halved.

Increasing rowing speed must be incremental. The following table shows the possible speed changes:

From Speed To Speed
Fast Slow
Cruise Stop
Stop Backwards Slow
Backwards Slow Backwards Cruise
Stop Slow
Slow Cruise
Cruise Fast

Sailed Movement

Any wind less than a light breeze is considered calm weather.

Sailed movement is not possible in calm weather, a storm, or a gale.

When sailing in a river the base movement listed in the vessels table is halved.

Wind

Wind Speed is determined by rolling 2d6 on the following table.

Wind Speed
2d6 Roll Wind Speed
2 or 3 Calm
4 to 8 Light Breeze
9 to 1 Strong Breeze
12 Storm

Move the below Galley related rules to the Galley section?

Galleys in a Strong breeze have a 10% chance per turn of shipping water.

If water is shipped the galley loses 25% of its speed.

If a galley ever loses 75% of its speed from shipping water it will sink.

Wind Direction is determined by rolling 1d8 on the following table.

Wind Direction
1d8 Roll Wind Direction
1 North
2 Northeast
3 East
4 Southeast
5 South
6 Southwest
7 West
8 Northwest

Turning

For every 10 inches moved, an oared ship being rowed may turn up to 45 degrees.

For every 12 inches of sailed movement, a vessel may turn up to 30 degrees.

Open Seas

Galleys may not operate on the open seas.

Playing Area

1:1200 scale models should be used with a playing area 6 feet square.

Combat involving boarding and melee require maps of the vessels decks at the scale of individual units.

Written Orders

Each side writes down their orders for movement and gives them to the referee to carry out.

Orders need to include the direction, and distance.

Missile fire is at the end of a turn.

Units in melee cannot fire missiles.

Missile Fire

All missile fire is as normal. Detail here

Vessel Hit Points

Move these to each Vessel

Large ships = 16 + 2d4.

Small ships = 7 + 2d4.

Boat = 3.

Ramming

A ship must be equipped with a ram in order to be able to ram into another vessel.

  1. The ramming ship must have its mast lowered (a.k.a stepped).

  2. A ramming ship must be moving at it’s Fast speed.

  3. A ramming ship must immediately back oars after striking.

  4. The rammed ship suffers the following:

  5. Ramming does not affect grappling.

Shearing Oars

If a vessel passes alongside another vessel which has oars, the oars will be sheared off. This will kill 50% of the rowers on that side of the ship.

If the vessel shearing the oars is also a rowed ship, it is assumed that it’s oars are shipped before making contact. If the oars of the attacking ship are not shipped, then it’s oars are sheared as above.

A ship with sheared oars will cannot move for three turns, and can only move at half speed.

If a rowed vessel has it’s oars sheared on both sides then it can no longer move.

Grappling

Vessels within 1 inch of each other can attempt to grapple.

It requires only one person to grapple or cut a grapple.

Each vessel has a 20% chance of successfully grappling.

Grappled ships cannot move.

There is a 20% chance that a grapple can be cut.

Each vessel can make three grappling attempts per turn.

Each vessel can make three attempts to cut a grapple per turn.

Once grappled, vessels may be boarded.

Boarding

To board a vessel from another they must be grappled.

The deck maps of the grappled vessels are then placed next to each other with the side that are connected adjacent.

For every three feet of deck space parallel to the ship to be boarded, one person per turn can board.

People swimming next to a grappled vessel can climb the sides and board.

Once boarders are on the enemy ship, melee combat takes place.

Melee

Melee is the same as normal except as detailed in this section.

Units move towards an objective only when their leader or one of their lieutenants is able to exercise command control.

Those units not under command control will collect obvious loot, or retreat if they are normal humans.

Units can be forced back. If they have no space to retreat they are either forced overboard, forced off the deck they are on, fall from the rigging, or surrender if none of those are possible. What is being forced back?

If a unit falls, or is struck by a falling unit they must roll 1d6 on the following table to see if they take any damage:

Height Fallen 1d6 Roll to Save from Damage
10 feet 2+
20 feet 3+
30 feet 4+
40 feet 5+
50 feet 6

If they fail to save then they take damage depending on the surface they land on, or are already on in the case they are struck by the faller.

Landing on a hard surface

1d6 damage for every 10 feet fallen.

Landing on water or similarly yielding surface

1d6 for every 20 feet fallen.

When a giant attacks a door on a standard ship it will cost them half their turns movement to break it.

It takes 10 normal humans one turn to break down a door on a standard ship.

Cutting rigging is easy for anyone with a battle axe and a strong back.

A giant can tear rigging apart like it was string.

It takes a normal human with a sword three turns to cut a piece of rigging, or an anchor rope.

It takes a giant one turn to tear apart a piece of rigging, or an anchor rope.

Command Control

It is necessary that a leader or one of their lieutenants be nearby to issue orders to units involved in shipboard melees. The range of command control is the Charisma rating as a radius in inches. A leader may have two lieutenants to aid him in command, but a lieutenant has a range equal to his leader’s one inch.

Leaders involved in melee have their command control range halved.

Personnel beyond the range of the leader’s or lieutenants’ command control will not respond.

Lieutenants must be within command control range of the leader to pass on orders, or themselves respond.

Creatures and unintelligent creatures do not have command control problems, and they will act according to what is going on around them.

Leaders in plain view above their subordinates will add 1 inch to their command control range radius for every 10 feet they are above them. Thus a leader on a stern castle would be 20 feet higher than the deck, and they would add 2 inches to their range of command control.

Units engaged in melee will only respond to commands when a roll of 1 to 4 is made on 1d6. This will be checked each turn.

Orders can be given to be carried out a number of turns later. This gives a greater chance for Units in melee to respond.

Swimming

Units in armour that enter water have a chance of drowning.

Those in Chain mail armour must shed their armour or they will drown.

Those in Plate armour cannot remove it once they are in the water. They will always drown.

Armour Type Chance of Drowning Must Remove?
Plate 100% Cannot
Chain mail 80% Yes
Leather 20% No
None 05%* N/A

*Only if thrown overboard.

If in a storm there is a 50% chance that any person in the water will drown. Roll for this possibility each turn.

Assume that 50% of all sailors can swim.

Swimming speed is 3 inches per turn.

People swimming can swim to any ship they can reach to be picked up.

To be picked up the vessel must be moving at “slow” speed if it is oared, or under 15 inches per turn if sailed.

Only daggers or wooden weapons (which are buoyant) can be carried when swimming.

Buoyant weapons are: wooden club, quarter staff, spear.

Ship Capture

A ship is captured when all of its crew surrender, are dead, or are overboard.

Crews

Each vessel has a certain number and type of crew members. Depending on the crew members and vessel type, certain actions can be taken.

Crew Numbers

Split this table into individual vessel rules?

Vessel Crews
Vessel Type Rowers Crew Marines Sailors Armed Units
Large Galley 100 - 50 20 -
Small Galley 50 - 20 10 -
Longship 64 (of Crew) 75 - - -
Large Merchant - 20 - - -
Small Merchant - 15 - - -
Sailed Warship - - - - -
Crew Tasks
Rowing

If there are fewer rowers than required for the type of vessel, reduce the speed proportionately, rounding down.

Stepping or Unstepping Masts

This is done only on Galleys and Longships. It takes ten crew and three turns.

Making and Taking In Sail

To do this rowed ships need three crew, other vessels need six crew.