Bloody Broadsides

February 15, 2018 | Author: limeydragon | Category: Ships, Naval Artillery, Broadside, Water Transport, Watercraft
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Naval Battle...

Description

Bloody Broadsides Portsmouth Miniatures and Games ©2014 Version 1.0

By Jeffrey Hunt

james kerr (order #7513818)

Bloody Broadsides Bloody Broadsides is a fast paced Napoleonic Naval game which allows you to be the Captain of one or more massive Ships of the Line. To play, decide how many points each team may use and select your ships from the Ship Status and Cost Table. Make photo copies of the provided ship sheets based upon your choices. Just below is a graphic of a typical meeting engagement scenario; you may of course create your own scenarios. Turn Sequence 1. Plot Movement / Write Admirals Orders 2. Move Ships 3. Plot/Assign Shooting 4. Apply Standard Damage 5. Apply Raking Damage 6. Test for Critical Hits 7. Morale Tests for Section Loss and Strike Ships 8. Drifting 9. Capturing Ships 10. Grappling / Un-grappling 11. Un-fouling 12. Test for Victory 13. Deliver Admirals Orders

How to Win – Simply blow up or cause all of your opponents ships to strike. Ships will strike when they have no more Rigging or Hull or Crew. Ship Layout – There are four ship sheets provided, one for each of the four ship classes. You may make photocopies of these. On each ship sheet there are three parts: 1. The upper left part shows your ship layout which has your ship name, the ships class, Ship Name______________________________ Ship Class: 2nd the starting Shooting Power -1 -1 -1 Rigging Sections B 4 and Crew Grade B 6 B 5 B 3 R5 R4 R3 R2 C4 C2 C3 C1 values. L 0 L 0 L 0 L 0 Also, it shows Hull Sections how much -1 -2 -3 damage your ship Crew Sections can take in each of three damage -2 -2 -2 areas, (Rigging, Hull, and Crew.) Each of these Damage Areas has four (Starting Shooting Power = 9)

C

B

C

B

R

L

Strike

Bloody Broadsides

james kerr (order #7513818)

M

M

M

M

M

M

Strike

sections from left to right. The larger the ship you have the more damage you can take and the more damage you will cause to the enemy. Notice some of the Rigging, Hull and Crew sections have a negative number by them. When you lose one of these sections you will also need to X out this negative number of small circles of your Shooting Power, thus slowly reducing your Shooting Power as you take damage. When you lose all of your Hull sections or Crew sections, or you fail enough Morale checks to become Crew Grade G, your ship will strike. 2. The upper right part shows the damage and critical hit chance numbers based upon range in hexes and Shooting Power. For example, at Range Alpha Bravo Charlie Delta Hexes 1 2-3 4-6 7-10 range 5 a ship Shooting with a 10 Power Shooting Power will do 5 points 10 7/4 6/4 5/3 4/3 OOOO XXXX of damage and if 9 6/4 5/3 4/3 3/2 OOOO the opportunity 8 5/3 4/3 3/2 2/2 OOOO for a Critical Hit 7 4/3 3/2 2/2 1/1 occurs, will need OOOO to roll a 1-3 to 6 3/2 2/2 1/1 0/1 OOOO score the Critical 5 2/2 1/1 0/1 0/1 OOOO Hit. It also has 4 1/1 0/1 0/1 0/1 OOOO the four small 3 crew 2 crew 1 crew circles for each Rake n/a (Stern 6) (Stern 4) (Stern 2) (Stern x2) Shooting Power Shooting Damage / Critical Number number. As you 5/3 take damage, you will mark off these small circles.

3. The lower part of the ship sheet is a grid for plotting movement, shooting and receiving shots for up to 20 game turns. Admirals Orders – The game plays best by not talking with your teammates about where your ship will be moving each turn but instead make use of an Admiral to give out orders. During movement plotting the Admiral will write up to six words as orders but will not deliver this message until the end of this same game turn. Do not write specific moves in your Admirals orders but rather

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give orders to ‘Engage the enemy more closely’, Wear the Line, or ‘Fleet speed of 3’. If most of your captains are new to this game it would be best to skip the Admirals orders in order to better teach the newer players. Plotting Movement Orders – This part is the key to the game. Can you out think your opponent? Are your tactics superior? Then you will likely win the game. There are four speed grids on each ship sheet from left to right, one for each of the four Rigging sections. To read the speed grid, cross reference the angle the wind is hitting your ship at the start of the game turn. The wind directions are B - Broad Reach, R - Running, C - Close Hauled, and L - Luffed. The number in your current Speed Grid, by direction, is your maximum number of movement points for this turn. Each game turn, all players write down movement orders for their ship(s). Each hex you move your ship forward will cost one movement point. Each time you turn your ship left or right it will cost one movement point. For example, you will spend four movement points to move one hex forward, turn left, move another hex forward, and then turn back to the right. Write 1L1R in the Plot Movement section of your ship sheet. Another example, to move three straight ahead and then turn left you would write 3L. All ships must move forward at least one hex after making a left or right turn before they are allowed to make another left or right turn if their speed is 4 or less. If you are moving your ship at speed 5 or 6 you must move two hexes forward between each left or right turn. Turning your Ship – All ships occupy two hexes on the game board. When turning left, the bow of your ship will not change hexes but your ships stern will move to the hex to its right. Do just the opposite, of course, for turning your ship to the right. Example of turning your ship left:

Acceleration / Deceleration – All ships may accelerate by 2 and decelerate by 3. When accelerating from speed zero, you may accelerate up to speed 2 and (a) move two straight ahead, (b) turn left or right and then move one straight ahead, or (c) move one straight ahead and then turn either left or right.

Bloody Broadsides

james kerr (order #7513818)

Adjusting for Errors – As simple as it sounds, often times people will get turning left vs right turned around. Allow players to adjust their movement when you see they have done this. Do not punish the player who knows what they want to do but simply did not write it down correctly. Move Ships - Be careful when moving the ships as there may be ship collisions. It is best to have only one or two players to move all of the ships to avoid confusion. One player at a time will call out their move and confirm their ship was moved correctly. (See Ship Collisions and Fouling below) Turning while Adjacent – Sometimes when you want to turn your ship, there is some other ship or object in the adjacent hexes. The stern of your ship would swing, per Turning your Ship above and temporarily enter this already occupied hex. As long as your ship is able to move forward on this same game turn, thus clearing the temporary overlap, you are allowed to make the turn. Truly your ship is moving in a curve and the stern never moves into the “turned” hex. If however, you turn your ship and then something does block you from moving forward on this same game turn, then the original turn is not allowed. In this case your ship applied maximum deceleration to hopefully avoid a collision and then move straight ahead with any leftover movement. Bearing Off before a Collision – Before colliding with another ship, attempt to Bear Off by turning left or right. You ship must be able to make a legal turn before trying to Bear Off by having moved either one or two hexes straight ahead depending upon your speed. Announce which way you will be Bearing Off, and then roll 2D6 adding your current Crew Skill modifier and score an 8+ if moving speed 1 to 4; and a 9+ if moving speed 5 or 6. Ship Collisions and Fouling - If you believe two ships may collide, use the Movement Impulse Chart to space out the movements. If a ship’s bow attempts to enter an occupied hex or two ships attempt to enter the same hex a collision has occurred. The ship whose bow runs into the other ship will take 2 Rigging and 2 Hull points of damage. The ship who was rammed will take 1 Rigging and 1 Hull point of damage. If ships collide bow to bow, then both ships take 2 Rigging and 2 Hull. The ship which was moving fastest will move into and then stop in the contested hex.

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The ship which was moving slower will stop moving just before the contested hex. If both ships were moving the same speed, roll a die to determine which ship moves into the contested hex. Two ships which have collided may have become fouled. Roll 2 six sided dice, on a 7+ the ships have become fouled. Fouled ships cannot move until they have become un-fouled by rolling during the Un-fouling phase. To un-foul, roll two six sided dice, on a 9+ you have unfouled the ships. Both players may attempt to un-foul their ships. When two ships collide and do not become fouled, the ship whose bow struck the other ship will stop and will accelerate from zero on the following turn. The other ship will also be stopped by the collision if the two ships were sailing in “opposite” directions. The graphic below on the left shows all possible angles for being hit while moving in the “same” direction. The graphic below and on the right show all possible angles for being hit while moving in the “opposite” direction.

Tacking - You will plot your move with the last movement to be turning into L wind direction. Once your ship turns into L wind direction it immediately stops for this game turn and has its ship speed reduced to 0 for acceleration purposes. On the following game turn you have three choices; (a) Continue turning in the same direction which brought your ship into L wind direction and optionally move forward one hex after completing the tack. This is the one exception to not being able to turn your ship twice without moving forward in between the two turns, (b) Sit still pointed in to wind direction L in which can you are now “In Irons”, and (c) Reverse Tack which is turning back to the direction you come from. In all cases when attempting to complete your tack you must roll a 5+ on two six sided dice, with a +2 chance modifier for each mast you have lost. Thus a 7+ if you are down one mast, a 9+ if you are down two masts and an 11+ if you are down three masts. Other modifiers are +1 chance modifier for being “In Irons” and +2 chance

Bloody Broadsides

james kerr (order #7513818)

modifier for trying to reverse your Tack. Also add your crew grade modifier; Crew Grade A has a much better chance of tacking than Crew Grade C thru F. For example, if you have all of your masts and try to reverse your Tack and your Crew Grade is B you will need to roll a 4+ on 2D6. Or if you are down two masts and In Irons and are Crew Grade E, you will need a 10+ on 2D6. During a game turn in which your ship attempts to finish the Tack by turning out of wind direction L, you may not shoot as the crew is too busy working the sails and the ship to man the guns. Arc of Fire – Ships have a restrictive arc which they may fire into. Reference the Chart Page to see if an enemy ship is in your arc of fire. Line of Sight – You must have a clear line of sight from your ship to your target ship in order to shoot. There cannot be ships, islands, or other items blocking your Line of Sight. From the center of either of the shooting ship hexes, draw a line to the center of either of the target ship hexes. If this line crosses anywhere into a hex occupied by some ship or other blocking object, then you do NOT have Line of Sight. See the Chart Page for an example. Plot/Assign Shooting – Each ship may only fire at one enemy ship. You must fire at the closest enemy ship (within the same shooting range group) which has not already struck her colors. Shooting range groups are Alpha (range 1), Bravo (range 2-3), Charlie (4-6) and Delta (7-10). If there is more than one target ship at the same range group, the shooting captain may choose which of these targets to shoot. To the right of your movement plot area you will see two columns, Gunnery Fire and Gunnery Received. Write down the name of the ship you are shooting at, the range letter, your current shooting power, and your Crew Grade Skill Modifier, in the Gunnery Fire column. For example: Write Ajax C8+0 when shooting at ship “Ajax” at range C (4-6 hexes) with a ship with a shooting power of 8 and a Crew Grade of C. Abbreviating the ship name will sometimes be necessary as they tend to have longer names. After everyone has plotted their fire, tell each other so they can write down who is shooting at them in the

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Gunnery Received column. All that is needed to write down in the above example is C8+0 as you may be shot by many ships on the same game turn and thus you would run out of room if you tried to write the shooting ship name as well. If the shot is a raking shot, you would adjust the written plots as C8+0R or C8+0SR (Stern Rake). Taking Damage – For each shot received, use the Damage chart to determine how much damage you take. The player receiving damage may select which of the three damage areas (Rigging, Hull, Crew) to start taking damage by taking one point in that area then if there are more points, moving to the next damage area for one point and again and again until all damage points have been assigned. Ships will strike when they have no more Hull or Crew, or have failed Morale down to level G. For example, if you received a shot of B8+1 you would take five points of damage (4 point from the chart B8 and on more point for the +1.) You could choose to start taking damage in the Rigging section, thus 1 point in the Rigging section, 1 point in the Hull section, 1 point in the Crew section, 1 more point in the Rigging section and finally the last point in the Hull section. Bonus Raking Damage – If you have arc of fire on an enemy ship and that enemy ship does not have arc of fire on you and you are at range 1 to 6, you have a raking shot on the enemy ship. There is one exception. If you are at range one, have arc of fire on the enemy ship and occupy the hex either directly in front or behind the enemy ship, then you automatically have a rake, even if the enemy ship can shoot back at you. Raking is a devastating effect as your shots will more or less travel the length of their ship instead of across it. This is especially deadly for crew. The last row on the damage chart is Raking damage which does only crew damage. If it is a stern rake, it will do double the listed crew damage. Rigging Damage - Each time your ship loses a complete Rigging section you will cross off the Speed Grid and move to the next Speed Grid to the right. You will see that you ship is slower now. After losing Rigging sections 1, 2, and 3 you will also need to mark off one small circle of your Shooting Power. Hull and Crew Damage – Each time you lose a Hull or Crew section you will need to take a Morale check.

Bloody Broadsides

james kerr (order #7513818)

These are cumulative, so you could be checking your Morale more than once per game turn. For each Crew Section lost, you will also need to mark off two small circle of your Shooting Power. The first Hull section is just 1 small circle, the second Hull section is 2 small circles and the third Hull section is 3 small circles. Critical Hits - After everyone has marked any damage taken that game turn, each player who shot will roll 2 six sided dice. If you roll an 11 or 12 there is a chance of a critical hit. Use the Shooting Chart again, this time using the Critical number. The stronger your shooting number, the better your chances are of getting a Critical Hit. If your shot was a B8 your Critical number is a 3. Roll one six sided die and score equal to or less than this Critical number. Roll on the Critical Hit Chart for effects. Rolling a 1, 2, or 3 on the Critical Chart will yield a loss of one full section of Rigging, Hull, or Crew. Mark off the same number of Rigging, Hull, or Crew as your current section of this type started with. For example you are rd running a 3 rate ship and you have already lost one hull sections and four points of your second Hull section when you suffer a Critical Hit. Your opponent rolls a 2 “Minor Explosion”. You will take seven Hull points of damage, because your current Hull section, Hull section 2, started the game with seven Hull boxes. Thus you would mark off the last three boxes in Hull section 2 and then five more boxes in Hull section 3. Rolling a 4 or 5, (Rudder Cabling Jammed or Crew Disorganized) will cause your ship to either not be able to make any turns or shoot for three game turns. Rolling a 6 “Possible Major Explosion” – This is how it is possible to blow up enemy ship. After rolling this six, roll again and take whatever number you roll as the actual critical. If you roll a 1-5 take the appropriate critical, BUT if you roll another 6 your opponents ship does explode. This is good, unless you are near this ship. This explosion is massive and will cause damage to all nearby ships. Ships within three hexes of the exploding ship will catch on fire as well as suffer damage to their ship. Consult the Critical Hit Chart for exact damage to nearby ships. Ship is on Fire – secondary effect of These are #2 Minor #6 Major Explosion.

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Three of the Critical Hits have a possibly setting your ship on fire. Explosion, #3 Powder Keg Hit, and For Critical Hit #3 and #4, each of

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these after the player takes the damage listed, will roll one six sided die and if they score a 5 or 6 their ship is on fire. If you are within three hexes of a ship which explodes, your ship is automatically on fire plus it will take the damage listed on the Critical Hit chart. Mark ships which catch on fire by using cotton balls. Each game turn just after checking for Critical Hits, ships which are on fire will burn three Rigging points and one Hull point. Then during the Un-Fouling phase, the player will roll using the Un-Fouling rules to put the fire out. Drifting - After Critical Hits and before Testing for Victory any ship whose bow did not change hexes this game turn may drift. In other words, if your ship did not move at all or just turned left or right but did not move forward. Roll two six sided dice, if the total was 7+ then your ship drifted. Ships which have been dismasted must roll a 9+ to drift. Capturing Ships – Although there is no boarding in the game, Struck ships are captured as soon as an enemy ship, with at least six crew boxes, spends one turn stopped while adjacent to the Struck ship. Sending three crew boxes to the Struck Ship, these three crew boxes may never come back to your ship, so mark these off just as if your ship had been shot. Struck ships may be protected from capture by having a friendly ship stopped while adjacent to the Struck Ship. Captured ships may not shoot; they may sail if they have rigging or be towed if they are out of rigging (see Towing.) Captured ships may not be recaptured during the same battle. Captured ships will continue to drift if they are dismasted and will block line of sight. You may sail or tow them away from the battle if you wish to do so. At the end of the game, all Captured ships become Prize ships and count as a full 12 sections eliminated for determining a winner if there is no clear winner, see Testing for Victory.

Each turn afterwards will be one point easier. Thus on turn two you will need an 8+ and then a 7+...etc. These same numbers apply to anything in the rules which indicates you need to “Un-Foul”. If you are fouled with a friendly ship you will start attempting to Un-Foul by scoring a 7+ instead of a 9+. Towing – You may tow a Struck ship after moving your stern adjacent to the Struck Ships bow and waiting one turn where your crew will set up the tow lines. Then you may sail away with all of your maximum movement numbers reduced by 1 due to towing. Testing for Victory - Players will decide at the start of the game how they want to end the game. You could play for a specific amount of time or until all ships from one side have been eliminated or anything in between. In case of no clear winner at the end of the scheduled time, count up the number of eliminated sections in all three Damage Areas to determine the winner. Captured ships count a full 12 sections. If this is still tied, well, you tied! Morale Test – Each time a ship loses a Hull or Crew section it must take a Morale Test by rolling 2D6. Crew Grade A need to roll a 5+ to pass, Crew Grade B need to roll a 6+ and Crew Grade C, D, E and F need to roll a 7+ plus to pass. When your ship fails a Morale Test and becomes Crew Grade G, the ship has strikes. Crew Skill – Shown below and on each ship sheet, is the chart for Crew Grade Skill Modifier. This DRM is applied to many actions throughout the game. (Shooting Bonus, Tacking, Bearning Off, Grappling, Un-Grappling, UnFouling.) As you fail morale, your Crew Skill and Skill Modifier will decrease.

Grappling / Un-Grappling – All Grappling attempts will happen before any Un-grappling attempts. Both ships involved in Grappling must have moved at speed 2 or less during this game turn. To Grapple roll 2D6, add current Crew Skill modifier and score a 9+. Friendly ships automatically Grapple. To Un-grapple, roll a 9+ adding your current Crew Skill modifier.

Crew Grade A B C D E F G

Skill Modifier +2 +1 0 0 0 0 Strike

Un-Fouling – When two ships have become fouled, each captain my attempt to un-foul by rolling two six sided dice and scoring a 9+ adding your Skill Modifier to the die roll.

Bloody Broadsides

james kerr (order #7513818)

Portsmouth Miniatures and Games

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Credits Game Designer Jeffrey Hunt

Play testers I would like to express my gratitude to all of the play testers for their hard work and excellent suggestions: Wayne Carver, Larry O’Connor, Steve French, Grant Hopwood, Jeff Key, Kevin Kubecka, Ken Nickel, David Parr, Joe Pelfrey, Jared Pelfrey, Mike Stover, Andrew Wales and Jerry Watts. Bloody Broadsides: © 2014 Jeffrey Hunt. All rights reserved. Diagrams in this publication are © 2014 Jeffrey Hunt. Portsmouth Miniatures and Games Logo © 2014 Jeffrey Hunt. Reproduction of this work by any means without the written permission of the author is expressly forbidden with the exception of “The Ship Sheet Pages” which is intended for the end user to reproduce. File Edit Date for version 1.0 December 1, 2014 Email Jeffrey Hunt at [email protected]. Website www.portsmouthminiatures.com

Bloody Broadsides

james kerr (order #7513818)

Portsmouth Miniatures and Games

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August 2014

Jeff Hunt 9090 Skillman Rd. #182A-158 Dallas, TX 75243 [email protected] www.portsmouthminiatures.com

Part# M001 M002 M003 M004

Description Single Decker Kit Small Dbl Decker Kit Large Dbl Decker Kit Triple Decker Kit All Kits include Ship Hull, Masts, Sails, and instructions.

Price $7 $11 $12 $15

A001 A002

Wooden Bases 5-Pack 6’ x 4’ Felt Mat with 2” hexes

$5 $28

FP01

P001

Flag & Pennant 5-Pack Sets $3 / ea British, French, Spanish, American, Dutch, Danish, Swedish, Russian, Turkish, Portuguese, and Pirate Painted Single Decker $23

P002

Painted Small Dbl Decker

$29

P003 P004

Painted Large Dbl Decker Painted Triple Decker

$30 $35

Bloody Broadsides

james kerr (order #7513818)

Part# P005 P006 P007 P008

Description Struck Single Decker Struck Small Dbl Decker Struck Large Dbl Decker Struck Triple Decker

Price $23 $29 $30 $35

----------------Games---------------------MR01 PMG Ancients (rules for Ancients) $10 MR02 Bloody Broadsides Rules $20 (Rules for Napoleonic Naval Miniatures) BG01 Chung Ling Soo Murder Mystery $25 (Board game set in London 1900AD)

CG01

CG02

Heart Attack (Card Game) $20 aka “Escape from the Old Folks Home” PUCK! (Card Game) $20 Hockey

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Game Turn Sequence:

Critical Hit Chart

1. Plot Movement / Write Admirals Orders 2. Move Ships 3. Plot/Assign Shooting 4. Apply Standard Damage 5. Apply Raking Damage 6. Test for Critical Hits 7. Morale Test for Section loss and Strike Ships 8. Drifting 9. Capturing Ships 10. Grappling and Ungrappling 11. Un-Fouling 12. Test for Victory 13. Deliver Admirals Orders

   





Ship Class Ship Class Ship Class Ship Class

3 - Powder Keg Hit Possible Fire Check for Fire 1D6 - (5 or

Sh ip D Sh oo t in g

B

F

Sh ip

ip Sh

Sh oo t in g

Sh oo ti ng

5 - Crew Disorganized

May not shoot for three turns

6 - Possible Major Explosion Roll one six sided die again and take whatever result you get, if you roll another 6 then the ship blows up.

Ship Explodes, remove ship. Collateral Damage to all near ships: 1 Hex away = 9 points and is on fire 2 Hexes away = 8 points and is on fire 3 Hexes away = 7 points and is on fire 4 Hexes away = 6 points 5 Hexes away = 5 points 6 Hexes away = 4 point

Movement Impulse Chart Ship Speed

1 2 3 4 5 6

Impulse 1

1

Impulse 2

1

Impulse 4

Cost

Impulse 5 Impulse 6 Impulse 7

1 1

1

1

2

2

2 2

2

3 3

3 3 4

4 4

5

5

6

Shooting Ship A is at range 2 from the Target Ship and can shoot even though only one hex of the Target Ship is in Shooting Ship A’s Arc of Fire.

Line of Sight: Shooting Ship E cannot shoot at the Target Ship because Shooting Ships C and D are blocking its Line of Sight.

Shooting Ship B is at range 3 from the Target Ship and is outside of the Target Ships Arc of Fire, therefore it is raking the Target Ship and give bonus damage.

Shooting Ship F just barley cannot shoot as Shooting Ship C is blocking its Line of Sight. See the line drawn from the center of the Stern hex of Shooting Ship F to the center of the Stern hex of the Target Hex. The line does go into the Bow hex of Shooting Ship C.

Shooting Ship A

Sh ip C

Sh oot ing

g ti n oo Sh

Arc of Fire

james kerr (order #7513818)

May not turn ship for three turns

+30 +20 + 0 Cannot Build Grade D Cannot Build Grade E

Target Ship

Bloody Broadsides

4 - Rudder Cabling Jammed

Impulse 3

Morale Test 2D6 5+ 6+ 7+ 7+ 7+

Lose # of Crew boxes equal to your current sections starting amount.

6 Ship on Fire)

100 75 60 50

+2 Skill Modifier +1 Skill Modifier +0 Skill Modifier +0 Skill Modifier +0 Skill Modifier Ship Strikes

Sh ip E

A B C D E F

Lose # of Hull boxes equal to your current sections starting amount.

Cost

1 (90+ guns) 2 (80 to 89 guns) 3 (70 to 79 guns) 4 (60 to 69 guns)

Crew Grade

2 - Minor Explosion 6 Ship on Fire)

Drifting Check: 7+ on 2D6 ship drifts. Tacking: Standard 5+ on 2D6; plus your current Crew Grade Skill Modifier. +2 to the difficulty for each mast lost. +1 to the difficulty for being in Irons. +2 to the difficulty for Reverse Tack. Burning Ships: Burn 3 Rigging and 1 Hull Un-Fouling: 9+ on 2D6; plus your current Crew Grade Skill Modifier; +1 DRM each turn attempted. Grappling / Un-Grappling:2D6 roll a 9+; plus your Crew Grade Skill Modifier. Bearing Off: - 8+ at speed 1 to 4; and 9+ if moving speed 5 or 6; plus your current Cfew Grade Skill Modifier. Collision Damage: 2 Hull and 2 Rigging (your bow struck the other ship) 1 Hull and 1 Rigging (if a bow struck your ship) Fouled: Ships which have collided are fouled on a 7+.

Ship Build Cost

Lose # of Rigging boxes equal to your current sections starting amount.

Possible Fire Check for Fire 1D6 - (5 or

Die Rolls & Information  

1 - Mast Falls

Shooting Ship C has a Raking shot on the Target Ship even though the Target Ship has Arc of Fire on Shooting Ship C because Shooting Ship C is in the hex directly in front of the Target Ship. The same will apply to the hex directly behind the Target Ship.

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C

B

Ship Name______________________________ L Ship Class: 1st (Starting Shooting Power = 10)

Range Hexes

R B

C

-1SPC

6 5 4 0

-1SPC

B R C L

-1SPC

5 4 3 0

B R C L

4 3 2 0

3 2 1 0

Hull Sections

-2SPC

-3SPC

M

M

M

Strike

Crew Sections

-2SPC

-2SPC

-2SPC

M

M

M

Game Turn

10

7/4

6/4

5/3

4/3

OOOO

9

6/4

5/3

4/3

3/2

OOOO

8

5/3

4/3

3/2

2/2

OOOO

7

4/3

3/2

2/2

1/1

OOOO

6

3/2

2/2

1/1

0/1

OOOO

5

2/2

1/1

0/1

0/1

OOOO

4

1/1

0/1

0/1

0/1

Rake

3 crew (Stern 6)

2 crew (Stern 4)

1 crew (Stern 2)

n/a

Hull sections lost cause -1, -2, and -3 small shooting number circles respectively as well as a Moral Test. Each crew sections lost cause -2 small shooting number circles as well as a Moral Test.

Plot Movement

Gunnery Fire

Delta 7-10

OOOO

Strike

Acceleration: 2 Deceleration: 3

Charlie 4-6

Strike

B R C L

-1SPC

Bravo 2-3

Shooting Power

Rigging Sections B R C L

Alpha 1

(Stern x2)

Shooting Damage / Critical Number

5/3

Gunnery Received/Notes

(ie Ajax C10+1)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bloody Broadsides

james kerr (order #7513818)

Portsmouth Miniatures and Games

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C

B

Ship Name______________________________ L Ship Class: 2nd (Starting Shooting Power = 9)

Range Hexes

R B

C

-1SPC

6 5 4 0

-1SPC

B R C L

5 4 3 0

-1SPC

B R C L

4 3 2 0

3 2 1 0

Hull Sections

-2SPC

-3SPC

M

M

M

-2SPC

M

-2SPC

M

M

OOOO XXXX

10

7/4

6/4

5/3

4/3

OOOO

9

6/4

5/3

4/3

3/2

OOOO

8

5/3

4/3

3/2

2/2

OOOO

7

4/3

3/2

2/2

1/1

OOOO

6

3/2

2/2

1/1

0/1

OOOO

5

2/2

1/1

0/1

0/1

OOOO

4

1/1

0/1

0/1

0/1

Rake

3 crew (Stern 6)

2 crew (Stern 4)

1 crew (Stern 2)

n/a

Strike

(Stern x2)

Acceleration: 2 Deceleration: 3

Game Turn

Hull sections lost cause -1, -2, and -3 small shooting number circles respectively as well as a Moral Test. Each crew sections lost cause -2 small shooting number circles as well as a Moral Test.

Plot Movement

Gunnery Fire

Delta 7-10

Strike

Crew Sections

-2SPC

Charlie 4-6

Strike

B R C L

-1SPC

Bravo 2-3

Shooting Power

Rigging Sections B R C L

Alpha 1

Shooting Damage / Critical Number

5/3

Gunnery Received/Notes

(ie Ajax C10+1)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bloody Broadsides

james kerr (order #7513818)

Portsmouth Miniatures and Games

Page 11

C

Range Hexes

B

Ship Name______________________________ L

Ship Class: 3rd (Starting Shooting Power = 8)

Alpha 1

Bravo 2-3

Charli e 4-6

Delta 7-10

R C

Shooting Power

B

Rigging Sections -1SPC

B R C L

6 5 4 0

-1SPC

B R C L

-1SPC

5 4 3 0

B R C L

4 3 2 0

Strike

B R C L

3 2 1 0

Hull Sections

-1SPC

-2SPC

M

-3SPC

M

Strike

M

Crew Sections

-2SPC

-2SPC

M

Acceleration: 2 Deceleration: 3

Game Turn

-2SPC

M

M

OOOO XXXX

10

7/4

6/4

5/3

4/3

OOOO XXXX

9

6/4

5/3

4/3

3/2

OOOO

8

5/3

4/3

3/2

2/2

OOOO

7

4/3

3/2

2/2

1/1

OOOO

6

3/2

2/2

1/1

0/1

OOOO

5

2/2

1/1

0/1

0/1

OOOO

4

1/1

0/1

0/1

0/1

Rake

3 crew (Stern 6)

2 crew (Stern 4)

1 crew (Stern 2)

n/a

Strike

Hull sections lost cause -1, -2, and -3 small shooting number circles respectively as well as a Moral Test. Each crew sections lost cause -2 small shooting number circles as well as a Moral Test.

Plot Movement

Gunnery Fire

(Stern x2)

Shooting Damage / Critical Number

5/3

Gunnery Received/Notes

(ie Ajax C10+1)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bloody Broadsides

james kerr (order #7513818)

Portsmouth Miniatures and Games

Page 12

C

B

Ship Name______________________________ L Ship Class: 4th (Starting Shooting Power = 7)

Range Hexes

R B

C

-1SPC

-1SPC

B R C L

6 5 4 0

B R C L

4 3 2 0

B R C L

3 2 1 0

Hull Sections

-1SPC

-2SPC

M

-3SPC

M

Strike

M

Crew Sections -2SPC

-2SPC

-2SPC

M

M

M

Game Turn

10

7/4

6/4

5/3

4/3

OOOO XXXX

9

6/4

5/3

4/3

3/2

OOOO XXXX

8

5/3

4/3

3/2

2/2

OOOO

7

4/3

3/2

2/2

1/1

OOOO

6

3/2

2/2

1/1

0/1

OOOO

5

2/2

1/1

0/1

0/1

OOOO

4

1/1

0/1

0/1

0/1

Rake

3 crew (Stern

2 crew (Stern 4)

1 crew (Stern 2)

n/a

Strike

Hull sections lost cause -1, -2, and -3 small shooting number circles respectively as well as a Moral Test. Each crew sections lost cause -2 small shooting number circles as well as a Moral Test.

Plot Movement

Gunnery Fire

Delta 7-10

OOOO XXXX

(Stern x2)

Acceleration: 2 Deceleration: 3

Charlie 4-6

Strike

-1SPC

5 4 3 0

Bravo 2-3

Shooting Power

Rigging Sections B R C L

Alpha 1

Shooting Damage / Critical Number

5/3

Gunnery Received/Notes

(ie Ajax C10+1)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bloody Broadsides

james kerr (order #7513818)

Portsmouth Miniatures and Games

Page 13

Bloody Broadsides

james kerr (order #7513818)

Portsmouth Miniatures and Games

Page 14

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