In memory of…
Terry L. Fry 1940 – 2002
the Marine who always had time to sit on the floor and play games with his little brother and
Timothy E. L. Connors 1945 - 1998
dear friend and fellow gamer
Rules For Naval Combat In The Age Of Fighting Sail Original Concept: Phil C. Fry FASB - 1st Edition Game Design and Development: Phil C. Fry, Michael R. Konwinski, and Warren C. Fry FASB – 2nd Edition Game Development: Phil C. Fry, Michael R. Konwinski, and the Holland Old Guard – Jim Brenizer, Todd Mewborn, Fred Barkman and David Blank Rules Editing: Ed Coss Playtesters: Jim Robinson, Bill Bocik, Mike Bocik, Derek Helmke, Perry Yahn, Stan Sunderwirth, Joe Cato, Ralph Gill, Tod Creasey, Scott Hansen, Gavin Tovrea, Jeff Flowers, Aram Donabedian, Patrick Odell, Mark C. Henry, Kent Dowell, Duncan Allen, Eric Elder, Tom Dziegielewski, George Cline, John Petrosky, Richard Pichnarczyk, Mark Campbell, Donn Buerger, Dan Elmore, and Don Ayres. Layout and Design for Version 2.1: Matt Drake Special thanks to Joe Cato for suggesting the game’s title. Thanks also to Tod Creasey for being the first to walk the plank. And finally, I am grateful to Ed Coss for helping with the editing of 2nd Edition and encouraging me to quit tweaking my fantasy football team and get back to writing rule systems. Copyright 1999, 2003 Phil C. Fry 2nd Edition - November, 2003 Version 2.1 For Dad... Who navigated a B-24 in the defense of freedom and guided me on my course.
Contents Introduction ............................................................................................ 5 Components ............................................................................................ 6 Ship Record Sheets .............................................................................. 6 Sequence of Play Sheet........................................................................ 7 Sailing Charts ...................................................................................... 7 Weather Log......................................................................................... 7 Scatter Chart ........................................................................................ 7 Combat and Critical Hit Sheet ............................................................. 7 Admiral’s Command Sheet ................................................................. 8 Markers ................................................................................................ 8
What You Will Need To Provide........................................................... 8 Ships .................................................................................................... 8 Octagonal Movement Templates ......................................................... 8 Playing Surface ................................................................................... 9 Wind Direction Marker ........................................................................ 9 Dice ..................................................................................................... 9 Deck of Cards ...................................................................................... 9 Bits of Cotton....................................................................................... 9
The Rules ................................................................................................. 9 Step 1: Flag Transfer............................................................................ 9 Step 2: Determine Command and Line of Battle Status .................... 10 Step 3: Roll for Initiative/Signal Phase ............................................. 11 Step 4: Reshuffle Initiative Deck/Activate Squadrons ...................... 13 Step 5: Resolve Boarding Actions ..................................................... 26 Step 6: Roll For Wind Direction/Intensity Change............................ 27 Step 7: Repair Rigging / End Critical Effects .................................... 29 Step 8: Ships Take Continuing Damage From Critical Effects ......... 30
Designer’s Notes for Second Edition .................................................. 39 Designer’s Notes from First Edition ................................................... 41
“It was actually here...that French shot crashed through the scantlings to decapitate men or cut them in two, here that splinters, as deadly as shrapnel, flew to shred and skewer human flesh, here that those untouched sweated and strained with tackle and handspike to load and lay these 3-ton lumps of iron every minute and a half of action, here that the smoke of discharge hung pea-soup thick between gunstations to hide one from another, here at last that word came of enemy colours struck and so of respite from carnage, here that the deafened and battle-drugged survivors stopped from the work of killing to reckon their luck and count their friends among the living.” John Keegan he Price of Admiralty
Introduction Fire As She Bears! is designed to fight naval battles during the Age of Sail. Although this set was specifically intended for the Revolutionary and Napoleonic eras, it is possible to use the rules to fight naval conflicts as far back as the 16th century and the Spanish Armada period, although significant modifications will be required. Fire As She Bears! is best suited for simulating naval combat after the adoption of line of battle as the standard tactical formation, which was after the Anglo-Dutch Wars of 1652-1674. Please check our website (www.fire-as-she-bears.com) or newsgroup (groups.yahoo.com/group/FASB/) for rule changes applying to different eras, as well as scenarios, additional rules, updates and other information. The game has been designed with ease of play in mind. In the rules, many aspects of naval warfare have been abstracted; nevertheless, overall fleet actions will result in historical outcomes. The game stresses command control and the chaos of fleet actions without the onus of written orders or excessive paperwork. Players are not required to write out individual ship orders as in other rule sets. Each player may command several ships (three to seven being the optimum number); this means that Fire As She Bears! allows you to re-fight large naval battles, including Trafalgar. Even in the largest of battles, however, the streamlined nature of the rules allows for fast play and quick games, giving players the opportunity to command more than one ship while resolving an entire battle in only a few hours. The unique variable initiative system adds a different tempo to the flow of the action, providing both fog of war and an air of increased tension. In Fire As She Bears! ships can sail in eight compass directions, rather than six. This provides a more accurate depiction of sailing compared to that simulated in hex-based games. Fire As She Bears! – 2nd Edition is based on the experiences gained after FASB – 1st Edition was published in 1999. There are substantial differences between 1st Edition and 2nd Edition. Players familiar with the original FASB should have no trouble grasping these 2nd Edition rules. The most obvious difference is that 2nd Edition is played on a gridless surface. -5-
In keeping with nautical tradition, the gender specific used when referring to ships will be “she” or “her” rather than “it” or “its”. Given our title for the rule set, this seems appropriate.
he original Fire As She Bears! required players to make a grided seascape to regulate movement and gunfire. Second Edition does away with this in favor of octagonal movement templates.
Scale: Fire As She Bears! can be played equally well with 1/1200 or 1/2400 scale model ships, without modifications to movement or combat. For movement purposes ships will sit upon a 3” x 3” octagonal movement template. (Instructions for making these templates are contained later in the rules.) This octagon represents one game “space”. Each octagon represents approximately 240 yards (1” = 80 yards). Each game turn represents approximately seven and one-half minutes of actual time. For those familiar with the original FASB rule set, think of a 2nd Edition octagonal space as a grid square. For those playing with 1/2400 scale ships and who have limited gaming space, the size of the octagons and gun ranges may be reduced. At the current scale, a 3” octagon represents a real-life area large enough to actually contain almost four first-rate ships. Smaller ships, therefore, allow for a truer depiction of scale than 1/1200 ships.
Components Ship Record Sheets Several pages of Ship Record Sheets are included. Ships are classed by historical ratings: the number of guns and crew quality. There are six overall groupings of ships: 1st through 4th rate, frigates, and sloops. hese ratings are somewhat arbitrary. Feel free to alter your classifications based on the scenario, or your own research. Some FASB frigates might be classed as two masted brigantines. For our purposes the term ship will refer to any craft from 1st rates to sloops. SOLs will refer to ships of the line (1st through 4th Rate). Frigates will refer to ships smaller than 44 guns that are square rigged. Sloop will refer only to those ships of 18 guns or less that are sloop rigged. Some ships smaller than 18 guns can be square rigged and might be referred to as small frigates or corvettes. If the term square rigger is used it will refer to all ships that are not sloop rigged.
1st rate ships are those of 100 plus guns. 2nd rate ships are those of 86 to 98 guns. 3rd rate ships are those of 62 to 84 guns. 4th rate ships are those of 44 to 60 guns. For our purposes, Frigates are those ships of 20 to 42 guns. The smallest type of ship represented in the game is the sloop (18 guns or less). Note: Due to the way ships are rigged, sloops sail in a dramatically different manner than square rigged ships (frigates and 1st through 4th raters). Each Ship Record Sheet contains factors governing how well that ship performs in maneuver and combat. You should have one sheet for each ship in the scenario. Damage to the ship, as well as critical hits, will be marked on the record sheet. As damage is taken, the hull or rigging boxes will be marked off from top to bottom and left to right. There is a blank record sheet included should you wish to alter some of the numerical ship ratings. The number within the leftmost undamaged rigging box section represents the penalty (if any), in movement points, that the ship must subtract from its best speed, at its starting orientation to the wind. These boxes represent sails, masts, yardarms, and the men to man them. As ships take more and more rigging damage, their potential for movement will be reduced. Although not listed on the Ship Record Sheet, ships of the line (1st through 4th rate) are allowed one free 45° course change per turn. A second 45° course change costs most ships one additional movement point. Frigates and sloops may make two free 45° course -6-
changes. No ship, regardless of class, may make more than two 45° course changes in the same space (during the same movement phase) without moving forward. After using her free course change(s), a ship must pay one movement point for any additional change. The first course change (or first two for frigates and sloops) is counted as the ship’s free course change. The hull boxes represent the ship’s size, number and weight of cannon, rate of fire, and the overall fighting ability of the crew. When firing a ship’s guns, the highest unmarked number is added to, or subtracted from, the dice total. The ship’s crew quality is also listed on this form, as well as, notations for initial broadsides, firing bonuses, and Clear For Action penalties. The crew quality has already been factored into the hull box numbers and is not added to the gunfire roll. There are four levels of crew quality in the game. These classes are as follows: elite, veteran, average, and poor.
Sequence of Play Sheet This sheet governs the turn sequence within the game. This sheet is very detailed and critical to the flow of the game. Players can ease the game’s learning curve by following the Sequence of Play “to the letter” for the first few turns.
Sailing Charts These charts show the maximum number of movement points that a ship may use in a given turn. This number is based on the ship’s orientation to the wind and the weather state at the beginning of the turn. There are charts for both square riggers and sloops.
Weather Log This log lists the effects of different wind velocities on ships at sea. It also lists the die roll necessary during Step 6 to change either wind direction or velocity, as well as, gunfire penalties, signaling restrictions, etc. This log should also be used to keep track of the current turn number and wind direction.
Scatter Chart Lists the die rolls needed and direction of scatter for ships should the wind velocity increase to Light Gusts or greater.
Combat and Critical Hit Sheet One page is for combat factors by range, and the other page is for critical hits. -7-
hroughout the rules numerous examples will be referenced. hese examples are located in another PDF file that has been provided. You may wish to print out these rules and read them while referencing the Examples PDF on your computer. Or you may want to have both the Rules PDF and Examples PDF open on your computer and reference them when needed.
Admiral’s Command Sheet This sheet is used in multi-player games as a device for the admiral, allowing him to send orders to his fleet. Players should only communicate during the game using the signaling system. Those using the FASB add-on system Hoist Signals Aloft! for communication will not need the Admiral’s Command Sheet.
Markers Miscellaneous markers meant to be cut out and used during play. There are markers for such things as Lingering Smoke, anchoring, Red Hot Shot, Men in Rigging, Ready Ammo Depleted, etc. You may wish to print out this sheet and have it photo copied onto sturdy card stock.
What You Will Need To Provide... Ships Fire As She Bears! is designed to be played with miniature ships ranging from 1/3000 to 1/1200 scale. There are many manufacturers of miniature ships (check the Internet for lists of distributors). For ease of play, you may want to consider mounting your ships on cardboard or thin wooden bases. Ships may also be mounted directly to the octagonal maneuver templates. The ship name and number of guns can then be printed on adhesive labels and placed on whichever base type you choose.
Octagonal Movement Templates Octagons are set out to regulate movement and fields of fire. The sample page contains octagons designed for 1/1200 to 1/2400 scale ships. Smaller scale ships can still use this 3” octagon, or reduce the size of the octagon (and appropriate game ranges) if playing space is at a premium. Files containing octagons with ship images are available at the FASB newsgroup (listed on page 5). These images can be used by players who don’t have ship models and want to play the game using octagons as counters. These files can be imported into graphics programs such as Paint Shop Pro™ (www.jasc.com) and modified to add nationality flags and ship names. Three inch wooden octagons are also available for purchase over the internet. Check the FASB website for a link to the supplier. Throughout these rules the term octagon will be used to represent these movement templates. Think of an octagon as a 3” space on the tabletop. Normally ships will move in increments of full octagons, but are allowed to move less. For example: a ship could move forward 4” (one octagon plus one additional inch). -8-
Playing Surface Fire As She Bears! should be played on a piece of blue fabric. We use a piece of felt large enough to cover a standard Ping Pong table. This playing surface is adequate for most scenarios. A plastic blue tarp can also be used. Although the surface is slick, the price will be less than the felt. At times you will also need to mark shallows and land masses. We use small strips of dark blue felt to designate the different depths of shallows. For land masses we use green felt or GeoHexTM hills.
Wind Direction Marker You will need to provide a marker that represents the direction from which the wind is coming. This can be a simple wooden or cardboard arrow.
Dice You will need to provide several six-sided dice. Six-sided dice are used throughout play. For a smoother running game each player should have his own set of dice of at least three dice.
Deck of Cards A standard deck of playing cards is used to determine fleet initiative.
Occasionally, it will be necessary to reposition ships so that they do not sail off of the end of the playing surface. Players should take care to make sure that the relative position of all ships, shallows, land features, etc. is maintained.
hroughout the game you will be directed to make various dice rolls and compare the results to the quality of the ship’s crew. Rolls may be required for a variety of circumstances, from tacking to Crew Morale Checks. During play, all modifiers are added to or subtracted from the total result of the dice rolled. Crew Quality Checks require that one or two dice are rolled and the lowest number compared to the crew’s value. If the result is equal to or less than the quality number the crew has successfully completed the check.
Bits of Cotton Use cotton to mark the broadsides of ships that have fired during the turn.
The Rules Throughout this section we will follow the Sequence of Play.
Step 1: Flag Transfer Any admiral may transfer his flag, representing himself and his staff officers, to another friendly SOL. An admiral may transfer his flag when his designated flagship has taken severe damage and is in danger of striking or sinking. The SOLs must be within 6” of each other and not separated by an interposing enemy SOL. The former flagship and the new SOL receiving the admiral may move no farther than 3” (the size of one octagon) the turn of transfer. Flags may not be transferred during Light Squalls, Heavy Squalls, or Heavy Gusts. If the commanding admiral transfers his flag, the other side will automatically have the initiative during Step 3 (the “transferring” admiral must still roll the dice to see if General Chase/Close Action is possible). No admiral who transferred his flag may send or respond to a message during Step 3. -9-
Although we have made every attempt to make FASB inclusive and cover every situation, there maybe instances that arise that are not covered in the rules. If this situation affects an individual ship or ships, make a Crew Quality Check to resolve it. If this situation affects a squadron or the fleet, make an Initiative roll to resolve it. In all cases use common sense and historical precedence.
For the purposes of these rules, the overall commander of a given fleet will be referred to as admiral, regardless of his actual historical rank. Players may also represent vice-admirals, rearadmirals, or commodores. Each side may have only one overall commanding admiral. If the overall commanding admiral is killed (a possible critical effect) or his SOL strikes (surrenders), the next most senior admiral will take control of the fleet. Scenarios list admirals by seniority to ease command transfer, should this event take place. In most cases, the vice-admiral is senior to the rear-admiral who is, in turn, senior to all commodores. Normally the replacement will be considered an inferior, less-skilled commander.
Each fleet will be divided into a number of squadrons. Each squadron should contain from three to seven SOLs. Most scenarios will have the fleets already divided into squadrons, but this structure may need to be changed if playing with more or less players than the scenario suggests. During the turn, each fleet will activate SOLs by squadron. he squadron structure is very important, and normally SOLs of the same squadron sail close to each other. For purposes of the game, a single player may command more than one squadron, but should not command adjacent squadrons in the line of battle.
Ships that are out of command will have a penalty to gunfire. his represents the general confusion caused when a ship is unable to receive signals from the admiral and is operating on her own. he “fog of war” may keep the ship from recognizing friend from foe, leading to a reduction in the rate of gunfire.
If the commanding admiral is killed or his flagship strikes, a successor admiral is appointed. The successor is the next admiral in the chain of command (as defined by the scenario; usually vice-admiral, then rear-admiral, then commodore). The new admiral must designate the fleet’s new flagship (either his ship or the former commanding admiral’s ship), which will be used for tracing command. This decision stands until events force another successor admiral to take command. As in transferring command due to ship damage, the other side automatically has the initiative, although the roll for General Chase/Close Action is still made. The new commanding admiral may not send or respond to a message during Step 3. Also during this step, ships that did not fire their broadsides in the previous turn may remove any Ready Ammunition Depleted marker. Anchored ships and forts that did not fire in the previous turn may remove all Lingering Smoke markers. Broadsides markers (bits of cotton that are used to mark ships that fired their guns) from the previous turn are also removed and replaced with Lingering Smoke markers. (There is no limit to the number of Lingering Smoke markers that a ship may have.) Fireships may be lit, and mobile ships may begin to tow dismasted ships during this step. (See Optional Rules, beginning on page 34.)
Step 2: Determine Command and Line of Battle Status One or more SOLs of each fleet will be designated as flagships prior to the start of the scenario. Flagships are commanded by an admiral (one overall commanding admiral per side), vice-admiral, rear admiral, or commodore as dictated by the scenario being played. The fleet’s flagship is always in command. Normally a fleet will only have one flagship for command purposes. Other SOLs must trace a line of command to the flagship in order to avoid firepower penalties. Any friendly ship within 9” of the fleet’s flagship(s) is considered to be in command. Any friendly ship within 6” of another friendly ship that itself is in command is also considered to be in command. In this manner, an entire line of ships can be in command even when the rear ship is much farther than 9” away from the flagship. Dismasted and Disabled ships are not considered in the line of battle or in command, but they may be used to trace command. When tracing command, the linear distance may not pass through any portion of an octagon occupied by an enemy ship, unless that enemy ship is disabled or dismasted. In addition to being in command, an SOL may also be a member of the fleet’s line of battle. To be in line (of battle), the SOL must either be designated as Leading the Fleet (specified by the scenario or later designated by the commanding admiral during the signal phase) or must have her bow pointing toward another friendly SOL within 6”. These - 10 -
two SOLs must share a common course or be within 90° of the same heading. It is possible to be out of command but still in a valid line of battle. It is also possible to be in command but out of the line of battle. Anchored ships are always considered in the line of battle regardless of location or orientation.
See Example #1 SOLs that are out of command and/or out of line at the beginning of this step suffer a –2 gunfire penalty for the remainder of this turn. This is not a cumulative penalty.
Step 3: Roll for Initiative/Signal Phase Based on the quality of its commanding admiral, each side will roll one or more dice to determine which fleet holds the initiative. The admiral with the initiative will have greater tactical flexibility during Step 4. Admirals will be rated by the scenario being played. Each admiral will either be Superior, Competent, or Inferior. The rating of any other allied admiral (i.e. rear-admirals, or vice-admirals, etc.) is not taken into account, unless one of those admirals later commands the entire fleet. Superior admirals roll three six sided dice when checking for initiative. Competent admirals roll two dice, and Inferior admirals roll one die. It is possible to gain bonus dice for this roll. The admiral whose flagship is closer to the wind than his opponent’s flagship (i.e. upwind) may claim the weather gauge and an additional bonus die. To claim the weather gauge the admiral’s flagship must be at least 3” further upwind than his opponent’s, and the fleet claiming the gauge must have the majority of its ships in command. It is possible for neither fleet to be able to have the weather gauge. If the majority of a fleet’s SOLs are in command (based on the starting number of SOLs with Struck, Disabled, and Dismasted SOLs being counted as out of command) another bonus die for initiative is awarded. Ships that are aground and ships that have all of their rigging boxes marked off are considered disabled. If an admiral does not have the majority of the fleet’s ships in command he may not claim the weather gauge.
See Example #2 When checking for initiative there is a penalty of -1 to the dice total for each friendly SOL that is out of command, aground, struck, disabled, or dismasted.
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Note: All measurements are made from the center of one octagon to the center of the other regardless of the actual placement of the ship within the octagon. his is the case for determining command, combat ranges, as well as other game circumstances requiring measurement between two ships.
During the era represented by these rules, the line of battle was the dominant tactical formation. Captains that left the line placed their ship and their career in peril. Ships that are in line, following in the wake of the ship off their bow, do not have to concentrate on maneuver, know where their friends are, and can place their broadsides upon the enemy for a greater length of time. In FASB we encourage accurate tactics by penalizing the gunfire of ships that are out of the line of battle. he reduction gunfire reflects the uncertainty of officers and crews operating outside of standard doctrine.
Owning the weather gauge is critical to dictating the flow of the battle. Ships of this era would, after spotting the enemy, sail for hours without engaging in order to achieve the weather gauge. Some nationalities, such as the French, felt that it was tactically better to be downwind of their opponents. A study of history and a few games of FASB will reveal the inherent flaws of the French strategy.
If a battle between enemy SOLs also contains frigates or sloops, those ships are not normally counted in or against an admiral’s command structure. hese smaller ships normally stood behind the line of battle and were used to repeat signal flags or carry messages between the larger SOLs. Although present at most battles of this era, frigates and sloops will not normally be listed in the orders of battle for FASB scenarios. hey are included in the rules for those who wish to fight frigate duels or reenact the battles fought on the Great Lakes in the War of 1812. hese rules were written in Toledo, Ohio, where on a September day 190 years ago, the guns of Commodore Perry’s American squadron could be heard. his author has sailed a modern day sloop in those very same waters off Put-In-Bay. After the game has started players may not discuss strategy or tactics. he signal phase is the only process for admirals and captains to discuss their actions. When one side issued General Chase/ Close Action the other normally issued General Withdrawal. he -2 penalty to gunfire given to withdrawing fleet represents the confusion and breakdown of command they encounter while fleeing the enemy. A scenario may be designed so that neither side may issue General Chase/ Close Action orders, or so that only one side may issue the order regardless of other factors. Some scenarios may begin with one fleet having already issued General Chase/Close Action. If one side has previously issued General Chase/Close Action, the initiative roll should still take place with no modifiers other than the commanding admiral’s quality rating (i.e. do not use in command or weather gauge bonuses).
The commanding admiral for each side will roll the allotted dice, which will number anywhere from one to five dice. This is an opposed die roll. The commanding admiral who rolls the highest total is considered to have won the initiative. If the roll is a tied, neither admiral has the initiative. Any commanding admiral that transfers his flag, or any successor admiral who assumes command during Step 1 of the turn, will still roll initiative dice. However, regardless of result, the initiative will always be given to the opposing side. If both sides changed their command structure in the previous turn, neither side can claim the initiative and no roll is needed. The admiral who has won the initiative is allowed to send an eight word message to his fleet. The admiral without the initiative may send a four word message. Admiral’s may designate a portion of the signal to be for one squadron or one ship. For example: Agincourt lead the fleet, or Van Squadron engage the enemy rear. In these cases the target of the message (i.e. Agincourt or Van Squadron) does not count against the allowable word total. This communication system simulates the very limiting signal flag method that warships used during this period. Individual players are allowed to respond with three words. A player who plays both the role of ship’s captain and admiral may not circumvent the signaling system by writing a message and a response during a given turn. Those using the FASB ad-on signaling rules, Hoist Signals Aloft!, may use the system as described in the supplement. When rolling for initiative, if an admiral’s roll is zero or less, the opposing admiral may choose to issue General Chase/Close Action, but only if his initiative roll was a positive number and he can claim the weather gauge. After this signal, SOLs from both fleets no longer suffer any out of command or line of battle penalties. All ships from the enemy fleet will suffer a -2 penalty to gunfire for the remainder of the scenario. Ships from the issuing fleet may now attempt to foul enemy ships by moving into the octagon they occupy. (This is the only circumstance under which two ships may occupy the same octagon. There may never be three ships in the same octagon.) Only one General Chase/Close Action order may be issued per scenario. If an admiral decides not to issue a General Chase/Close Action order, he may do so on a later turn, but only if his opponent again rolls an initiative number of zero or less.
See Example #3
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Step 4: Reshuffle Initiative Deck/Activate Squadrons The initiative deck is made up of a number of cards equal to the number of squadrons in each fleet, plus additional cards based on the admiral’s ability rating. Red suits represent one side, usually British, while the black suit represents their opponents. The value of each card is irrelevant. Superior admirals add three bonus cards to the deck. Competent admirals add two cards, while Inferior admirals add only one card. Fleets should be divided as equally as possible, so that each has three to seven SOLs per squadron. Fleets should always have at least two squadrons, even if one or more squadrons contain less than three SOLs. In multi-player games, it is possible that one player may end up commanding more than one squadron. In that case, the player should not command squadrons that are adjacent to each other in line of battle. When playing battles with less than four ships per side, do not use the squadron structure. Place one card per ship in the Initiative Deck, plus cards for the commander’s bonus. The main portion of the game turn involves activating ships and conducting movement and fire combat. Each Step 4 will consist of several phases that will be completed in succession until all ships have moved and/or fired. (Dismasted or disabled ships, and ships that cannot move due to rigging damage or wind state may still fire.) Each action that a ship may take is noted below.
Activation A card will be drawn from the Initiative Deck. The color of the suit will determine which fleet’s squadron will move and act that phase. If the commanding admiral has the initiative he may pass, allowing the card to be discarded without having a squadron move. The admiral may pass cards based on his rating. Superior admirals may pass three cards. Competent admirals may pass two cards. Inferior admirals may pass only one card. Passing disregards that card and another card is drawn in its place. A superior or competent admiral may pass more than one card in a row. Only the admiral with the initiative, however, may pass a card. All squadrons will have the opportunity to move even if the deck is depleted by multiple passes. Unmoved squadrons would be moved at the end of Step 4. The fleet that is activated must move one, and only one, of its squadrons. The commanding admiral determines which squadron will be activated. The player controlling that squadron will then move and/or fire each of his ships in any order that he sees fit.
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Example: A fleet of twelve French SOLs in three squadrons with an inferior commander faces a fleet of nine British SOLs in three squadrons with a competent admiral. here will be four black cards representing the French fleet in the Initiative Deck, while there will be five red cards in the Initiative Deck for the British Fleet.
Note: Regardless of when a ship fires, each ship may only fire once per turn. Mark the ship that fired with a bit of cotton to indicate smoke from the broadside. Ships may only fire one broadside per turn. (Exception: Using the Multiple Broadsides optional rule.)
As ships move and/or fire, opposing ships may opportunity fire at the phasing ship. Opportunity fire may occur if the target ship activates within, moves into, or takes any action in the firing ship’s field of fire.
See Example #4, 5, and 6 Movement Basics - Ships will move in one of four orientations to the wind direction. When ships are activated for movement they may place or remove Men In Rigging or Longboats markers. A ship may not have a Men In Rigging and a Longboats marker in play at the same time. A ship may place one marker at the same time she removes the other. Ships that plan to tack this movement phase must place Men In Rigging. Ships with Men In Rigging or Longboats markers may not fire broadsides. Ships that have fired their broadsides this turn may not place Men In Rigging or Longboats markers. Ships moving 45° “into” the wind are considered Close Hauled. This is the least efficient form of sailing. In normal wind conditions, an SOL or frigate that begins the turn in this orientation will have one movement point. This may be reduced by rigging damage and/or weather conditions. Any SOL or frigate that moves into a Close Hauled orientation during its turn may spend no more than ONE movement point while in that orientation. Sloops that begin Close Hauled have two movement points, and may spend no more than two movement points while in that orientation. Ships moving 90° across the wind are considered Beam Reaching. This is the second least efficient method of sailing. In normal wind conditions, a ship that begins the turn in this orientation will have two movement points. This may be reduced by rigging damage and/ or weather conditions. Any ship that moves into a Beam Reaching orientation during its turn may spend no more than TWO movement points while in that orientation.
See Example #6A Ships moving directly downwind are considered Running. In normal wind conditions, an SOL or frigate that begins the turn in this orientation will have two movement points. This may be reduced by rigging damage and/or weather conditions. Any SOL or frigate that moves into a Running orientation during its turn may spend no more than TWO movement points while in that orientation. Sloops that begin in the Running orientation have one movement point, and may spend no more than one movement point while in that orientation.
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Ships moving 45° off of a downwind course are considered Broad Reaching. This is by far the most efficient form of sailing. In normal wind conditions a ship that begins the turn in this orientation will have THREE movement points. This may be reduced by rigging damage and/ or weather conditions.
See Example #7 Ships that are facing directly into the wind are considered In Irons. As these ships cannot sail directly into the wind, they have NO movement points. No ship may be towed by Longboats directly into the wind except during Dead Calm. Movement Points Ships are considered to have a number of movement points equal to those available given their starting orientation to the wind, plus any topgallant bonus, frigate and sloop bonus, and minus any rigging damage. As ships take damage to rigging, their ability to move in different orientations to the wind will be diminished. Ships with substantial rigging damage will find themselves unable to Close Haul. Ships with extreme damage may only be able to move while Broad Reaching. Ships that wish to have more sail area unfurled in order to increase their speed may fly topgallants, smaller sails situated above the topsails. Ships that are flying topgallants receive a bonus of ONE additional movement point, unless they begin the turn Close Hauled. However, when flying topgallants, ships suffer a -2 penalty to gunfire. The increased canvas hanging from the masts will cause the ship to heel over making gunfire less accurate. Sloops may not fly topgallants, as they lack the rigging structure. Topgallants are exclusive to square riggers.
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For each movement point that a ship has she may move up to the distance of one complete octagon template (3”). Ships are not required to move the entire distance, nor are they required to move any distance at all. Frigates and sloops will begin the game with a “+1” in their first few rigging boxes. As long as these boxes remain undamaged, the frigate or sloop receives the bonus movement point. A frigate will receive the bonus movement point as long as she does not begin the turn Close Hauled. A sloop will receive the bonus movement point as long as she does not begin the turn Running. Any SOL or frigate that is flying topgallants will receive a bonus movement point as long as she does not begin the turn Close Hauled.
See Example #8 This essentially means that there are no movement bonuses for square rigged ships (Frigates & SOLs) in a Close Hauled attitude, and no bonuses for sloops when Running. For ease of play, each captain should lay out empty octagons in front of his ship to represent the course that ship will take. This will aid in movement, and allow stationary enemy ships to determine any opportunity fire that they will take. Ships are not required to move regardless of orientation to the wind and/ or weather conditions. However, certain penalties accrue if a ship does not move forward at least one complete octagon template (3”). Heading Up/Falling Off – Ships are allowed to make a move that is not directly ahead of the current octagon that they occupy. When setting down octagons representing a ship’s intended course, the player may offset the edges of the octagon by up to 50 percent. If the octagon is being placed further away from the wind (downwind) this is called Falling Off. If the octagon is being placed closer to the wing (upwind) this is called Heading Up. It costs a ship one additional movement point if she heads up at any time during movement. The maximum cost is one movement point per movement phase regardless of the number of times a ship heads up. A ship may never head up while Close Hauled. There is no additional movement point cost to fall off other than the cost of entering the new octagon.
See Example #9 Due to the vagaries of playing on a gridless surface, it may be necessary to adjust octagons slightly after movement so that they do not overlap. When doing so, an octagon may not be adjusted upwind without the ship being able to pay the cost to head up. This adjustment may result in ships actually heading up or Falling off more that 50 percent of the octagon’s frontage. - 16 -
See Example #10 Care should always be taken to orient the octagons after movement so that they are parallel to the edges of the table on which you are playing.
See Example #11 Turning All SOLs are allowed one free turn (a 45° course change) during each movement phase. Frigates and sloops are allowed two free turns during each movement phase. Each additional turn, after the free turns are expended, will cost a ship one movement point. Ships turn by reorienting their bow within the octagon movement template. Each turn, either free or costing one movement point, allows a course change of 45°. Ships may turn up to 90° within each octagon during the course of a single movement phase. Note: Ships are allowed to end their movement by turning and then begin the next turn’s movement phase by turning again in that same octagon, even if this makes the total of the course changes over two turns more than 90°.
See Example #11A Ships that do not move forward at least 3” (one octagon) retain any Lingering Smoke markers. If a ship fires the Broadside marker (cotton) is kept with her throughout the entire turn including during movement.
See Example #12 & 12A Tacking Tacking requires a successful Crew Quality die roll to be completed. If a ship begins the movement phase Close Hauled, she may turn directly into the wind and attempt to tack. First the ship must have or place a Men In Rigging marker. A Crew Quality Check is made to see if the tack succeeds. If unsuccessful, the ship is placed In Irons (pointing directly into the wind). If successful the ship is placed in a Close Hauled position 90° from its previous course. In either case the ship must retain any Lingering Smoke markers. Ships that begin the turn In Irons must pass a Crew Quality Check to see if they are able to turn 45°. The ship must have or place a Men In Rigging marker. Ships may not fire on the turn that they tack or attempt to tack. The Men In Rigging marker does not allow gunfire. Although Sloops may not fire on the turn that they tack and must place a Men in Rigging marker, they never have to roll for tacking if the wind is Light to Steady or stronger. - 17 -
SOLs and Frigates may also take damage on failed tacks based on the current wind conditions. Check the Weather Log.
See Example #13 In Light Winds SOLs and Frigates that are moving Close Hauled may only move every other turn (those turns not grey on the Weather Log). During the grey turns, SOLs and frigates that are Close Hauled may not change course (even using a free turn) or move forward. Exception: Ships turning or moving forward by Longboats are not subject to these restrictions. In Light Winds, sloops that are Running may only move every other turn (those turns not grey on the Weather Log). During the grey turns, sloops that are Running may not change course (even using a “free” turn) or move forward. Exception: Sloops turning or moving forward by Longboats are not subject to these restrictions. In Feeble Breeze, SOLs and frigates that are moving Close Hauled, Beam Reaching, and/or Running may only move every third turn (those turns not grey on the Weather Log). During the grey turns, SOLs and frigates that are Close Hauled, Beam Reaching, and/or Running may not change course (even using a free turn) or move forward. Exception: Ships turning or moving forward by Longboats are not subject to these restrictions. In Feeble Breeze, sloops that are moving Beam Reaching may only move every third turn (those turns not grey on the Weather Log). During the grey turns, sloops that are Beam Reaching may not change course (even using a free turn) or move forward. Exception: Sloops turning or moving forward by Longboats are not subject to these restrictions. In Feeble Breeze, sloops treat Running as if it were Dead Calm.
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If the wind force is Dead Calm, or a ship is dismasted or disabled (all rigging boxes marked off and/or aground) she may only move forward and turn by using longboats (exception: disabled ships may use their free turn to change course 45° downwind, they may not free turn upwind). A Longboats marker may be placed next to the ship during the movement phase. During that same or subsequent movement phase the ship must complete one or more Crew Quality Checks to move or turn. (In all weather states except Dead Calm ships may not move directly into the wind by Longboats.) The number rolled on a successful check should be kept track of. (Note: Since the ship cannot fire with a Longboats marker in play she will be rolling two dice, with the most favorable result being used.) When this total reaches the value defined on the Weather Log based on the current wind condition, the ship may either turn 45° or move forward up to 3”. If the ship is aground she must accumulate double the number of points normally needed in that weather condition. As with tacking, ships may not fire while being turned by longboats. The Longboats marker does not allow gunfire. Longboats points from successful rolls are accumulated from movement phase to movement phase. It normally takes more than one phase to use Longboats. When the Longboats marker is removed any accumulated points are lost.
See Example #13A Collisions Under no circumstances may two ships enter the same octagon unless one ship is acting under the orders General Chase/Close Action. In that case the colliding (or fouling) ship must have sufficient movement to enter at least 50 percent of the stationary ship’s octagon. The fouling ship may enter the target’s octagon without a collision by attempting a Crew Quality Check to “go aboard the enemy”. If this check is successful the moving ship is placed in the target’s octagon on the same or opposite course.
See Example #14 If this Crew Quality Check is failed, the moving ship will take damage equal to a three dice critical from the Firing at Extreme Range column. The target ship also rolls on this table for collision damage, but only uses one die. Most of these penalties from the collision are self explanatory, but if the result is Ship Veers to Weather! the final orientation of both ships is determined by the moving ship. In all cases the fouler and the target will end the turn parallel to each other and facing the same or opposite course. In a collision, except in the case of Ship Veers or a successful Crew Quality Check, the final orientation is determined by the size of each ship, with the smaller ship (based on number of guns) conforming to the course of the larger ship. If the ships are of equal size, - 19 -
the moving ship will conform to the stationary ship. Ships that are on fire may not collide with other ships (exception: Fireships; see optional rules). However, if a fouled ship suffers a Fire! or Explosion! Critical result, the other ship in the octagon also catches fire. Both ships must put out all fires or both ships suffer the consequences of all remaining fires on either ship (i.e. count the fires as one big conflagration effecting each ship). If two ships occupy an octagon a third ship may not enter that octagon. Ships in the same octagon are considered fouled (there damaged rigging is locked together hindering their ability to sail away). If a ship wishes to unfoul, she must have or place Men In Rigging during her turn and complete a successful Crew Quality Check. If the check is failed, the ship may not move and remains fouled. If the check is successful, but the opposing ship does not want the moving ship to sail away, the stationary ship then makes a Crew Quality Check. If that check is successful the ship attempting to move remains fouled. Either ship may roll two dice for this check if they do not fire their guns for the turn. If they have previously fired their broadsides this turn they may only roll one die. Attempts to “unfoul” (or to avoid “unfouling”) do not keep ships from attempting other Crew Quality Checks during Step 7. This is essentially a “free” Crew Quality Check although it is modified by the gunfire status of the ship. If a ship becomes unfouled while activated for movement in the same octagon with another ship, she may exit that square by moving forward or by using her free turn to go to a different course and then exit. If the ship begins In Irons a successful tack must be completed in order to turn.
See Example #14A SOLs may always sail away from frigates or sloops that they are fouled with. There is no need to make a Crew Quality Check. Passing a Gap As space opens up between ships in an enemy or friendly line of battle, it may be possible for a moving ship to pass through a gap. For our purposes a gap may be passed if it is wider than the leading edge of the moving ship’s octagon and the moving ship can clear the gap so that her octagon does not overlap another octagon. If any potential overlap is less than 50 percent of the stationary ship’s octagon, the moving ship may slide her octagon to avoid the overlap. However, if the moving ship slides her octagon upwind, she is considered Heading Up and must pay an additional movement point. If she cannot pay that cost, she may not move through the gap. Sliding the octagon downwind (Falling Off) does not cost additional movement points and the ship is allowed to slide - 20 -
more than the normal maximum of 50 percent when avoiding an overlap of other ships.
See Example #15 Going Aground Shallows are designated by the scenario. There are three types of shallows: Class I, Class II, and Class III. As each ship moves into the shallows, a test must be made to see if the ship has run aground. All ships automatically go aground in Class I shallows. Frigates and sloops never go aground in Class III shallows. Ships of the line (1st through 4th Rate) always go aground in Class I and Class II shallows. Ships of the line must test for grounding for each full or fractional octagon that they place for movement in Class III shallows. Frigates and sloops must test for grounding for each full or fractional octagon that they place for movement in Class II shallows.
Dutch ships had less draft than other ships during this period. Dutch ships treat Class III shallows as deep water. heir ships of the line must test for grounding upon entering Class II shallows and always go aground in Class I shallows. heir frigates and sloops never test for grounding, but always go aground in Class I shallows.
Ships check for grounding the instant they move or scatter into shallows. This may result in more than one test as a ship is moving. Ships do not have to check when they turn in a shallows octagon. Ships that go aground are considered disabled and are immobile for the remainder of the scenario unless they turn or move by Longboats. If using Longboats they must attempt to move into deeper water. If the ship is aground she must accumulate double the number of longboat points normally needed in that weather condition. If a grounded ship is raked by a ship of equal or greater rate, and she does not have a friendly ship (not herself dismasted or disabled) within 6”, the grounded ship may strike (surrender). The grounded ship will strike if she fails a crew morale check (a one die Crew Quality Check). Some scenarios will designate certain areas as rocks or shoals. Any ship entering these areas is considered aground and will immediately strike. She cannot be boarded, captured, or fired upon. If playing in an ongoing campaign, consider the ship destroyed. During movement, ships that do not move forward may drop anchor if in shallows or allowed by the scenario. Ships that are aground may not drop anchor. Ships at anchor with Men In Rigging may cut or slip their anchors (i.e. start moving) but only if they have Cleared For Action. They may not later drop anchor again during the scenario. Ships that are at anchor may pivot in place during the movement phase with a successful Crew Quality Check (this check does not restrict the ship from making other Crew Quality Checks during Step 7). Regardless of a ship’s gunfire, this is always a two dice Crew Quality Check. Ships at anchor may remove all Lingering Smoke markers during Step 1 if they did not fire during the previous turn. - 21 -
During this era, ships that desired rapid entry into action would often cut their anchor cables or slip the head of their anchor cables onto a waiting buoy (usually an empty barrel). Most captains would not pursue this action unless they were desperate to get underway or knew they could return to the anchorage and recover their anchor. Any ship that collides with (fouls) a ship at anchor will conform to the direction of the anchored ship regardless of the other factors including a Ship Veers to Weather! critical.
Combat Basics It was considered unsporting for SOLs to fire on frigates or sloops. However, if a frigate or a sloop decides to stand in the line of battle and engage enemy SOLs, she may find herself on the receiving end of a well-deserved broadside.
Ships of either side may fire a single broadside once per turn at any time during that turn. Active ships may fire before, during, or after moving. Stationary ships may opportunity fire at an enemy that activates in, moves into, or takes an action within her field of fire. As ships take hull damage their fire will be diminished. Firing at distant targets is less effective than at closer targets. All modifications to the combat roll are added to, or subtracted from, the total sum of three six-sided dice. Ships may fire either of their broadsides, but not both of their broadsides during the same turn (unless using the Multiple Broadsides optional rule). You are allowed to premeasure before declaring a broadside. Ships of this era were able to fire “ranging” shots when in doubt. The Combat Roll
he Combat Results Table lists all damage that is done to a target. An H result means that one hull section is destroyed (these may not be repaired). A Tg result means that one topgallant section has been destroyed (these may not be repaired). An R result means that one rigging section has been destroyed (these may be repaired under certain circumstances). An F result means that one topgallant section is destroyed if the gunfire is coming from a French ship. he French were trained to fire high to reduce the maneuverability of their opponents. his result reflects the success of their doctrine.
The firing ship will roll three six-sided dice modified by the highest remaining number in the firing ship’s hull boxes and any critical effects she is suffering. The total may also be modified by initial broadsides, rakes, Lingering Smoke penalties, and possibly weather. If a ship fires either of her initial broadsides at Point Blank or Close Range the bonus listed below the hull factor is added to the dice total. Ships will have only one initial port broadside and one initial starboard broadside per scenario. If the initial broadside is fired at Long or Extreme Range is must still be marked off.
See Example #15A If a ship rakes (see below) her target at Close Range the bonus listed below the hull box factor is added to the dice total. If a ship stern rakes her target at Close Range, twice the bonus listed below the hull box factor is added to the dice total. To claim a rake, an imaginary line from the target’s fore mast (bow) to mizzen mast (stern) must pass through the firing ship’s field of fire. The gunfire must take place at Close Range and the firing ship and her target must be at courses 90° from each other.
See Example # 16 and 16A Once all hull factors, penalties, and bonuses are added to the dice roll the total is cross referenced with the range on the Combat Results Table. This will yield either a miss or damage to the target. At Close Range the firing ship may declare that she is firing at either the hull or rigging of the target, prior to rolling the dice. If the hull was targeted read the left-hand listing on the Close Range column of the Combat Results Table. If the rigging was targeted read the right-hand listing on the Close Range column of the Combat Results Table. - 22 -
At Long Range the reference column is determined by the nationality of the ship firing. British ships always use the Long Range B Doctrine. American ships may use either Long Range column (determined before rolling the dice), while all other nationalities must use the Long Range F Doctrine column. These columns are related to the training and tactical doctrine of the ships of this era.
See Example #17 If any natural dice roll totals 15 or greater (before adding any hull factors, penalties or bonuses) a critical hit has been scored on the target, but only if the modified result causes any damage to the target. Normal damage is done, and a check is made on the appropriate column (based on range and/or doctrine to determine the number of dice to be rolled) of the Critical Hit Targeting Table. Based on range and doctrine the player controlling the target ship should roll that number of dice and reference the appropriate result. If a frigate or sloop causes critical damage to an SOL, one less die is rolled when checking the table. This may result in no dice being rolled for the critical. If the result title contains an exclamation mark (i.e. Fallen Rigging!), the result of the critical is known to all players and is announced. If the result title does not contain an exclamation mark (i.e. Crew Disorganized) only the player controlling the damaged ship will know the result. Any normal damage or critical hits done to a moving ship, that affects that ship’s movement rate are applied after the movement is completed. The ship maintains her momentum and completes her move. The damage and critical effects are applied, before moving or firing the next ship. Any normal damage or critical hits done to a moving ship, that would affect that ship’s gunfire are applied immediately. If any natural dice roll totals 6 or less (before adding any hull factors, penalties or bonuses) a ship may have its Ready Ammunition Depleted. This is based on the number rolled and the nationality of the ship firing. After normal damage is computed, a Ready Ammo Depleted marker is placed next to the ship. A ship may not fire until this marker is removed. Ships may not go Ready Ammo Depleted when firing an initial broadside. Opportunity Fire - Non-moving ships may interrupt moving ships and fire at them if the moving ship activates for movement, turns, enters, or fires from an octagon in the field of fire of the non-moving ship. This may result in simultaneous combat rolls as opposing guns may bear at the same time. Ships may end up gun dueling (firing at each other at the same time). If firing occurs simultaneously, damage should not be factored until both ships have fired. The moving ship should always complete her move prior to recording damage.
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See Example #17A Ships with a Lingering Smoke marker suffer penalties to gunfire and any range outside of Point Blank. There is a -2 penalty to firing for each marker the ship has. This represents the thick smoke prevalent on the battlefield that obscured targets. A Lingering Smoke marker on a ship never effects gunfire directed at that ship (her masts are visible above the smoke). This marker is removed the next time the ship moves forward at least 3” (one octagon). It is possible to accumulate more than one Lingering Smoke marker on an individual ship. Ships at anchor and forts may remove all accumulated Lingering Smoke markers during Step 1 if they did not fire during the previous turn. Rakes When a ship fires at a target from directly to the target’s bow or stern (front or rear), this is considered a rake. The target and firing ship must be at a course 90° to each other. To determine if a rake is valid the firing ship’s field of fire must cross an imaginary line formed by the point of the fore mast (bow) and mizzen mast (stern) of the target ship. The firing ship must be on a heading perpendicular to that of the target ship for a valid rake to occur. Rakes do not occur outside of Close Range.
See Previous Examples 16 & 16A When the rake occurs additional modifiers will be added to the firing ship’s combat roll as listed on the bonus section of the ship’s record sheet. Also, stern rakes are especially devastating, with a double bonus given to the firing ship. If a critical hit occurs on a stern rake at Close Range roll twice on the Critical Hit Targeting Table. Duplicate criticals are possible. If a dismasted or disabled (including one that is aground) ship is raked by a ship of equal or greater rate, and she does not have a mobile friendly ship (not herself dismasted or disabled) within 6”, the ship may strike (surrender). The ship will strike if she fails a Crew Quality Check. Initial Broadsides - During the age of sail, ships would carefully load their first broadside. When firing these initial broadsides at Point Blank or Close Range the effects could be very devastating. If a ship fires her initial broadside at Point Blank or Close Range there is a bonus to the die roll as listed on the ship’s record sheet. A ship may only claim this bonus the first time that broadside is fired during the battle (scratch through the [PORT] or [STARBOARD] listing on the Ship Record Sheet). If the initial broadside is fired at Long or Extreme Range there is no bonus, but the listing on the Ship Record Sheet should still be scratched through. Field of Fire - Ships will fire from either their port or starboard sides. Ships do not fire to the front or rear. A ship’s field of fire is defined by - 24 -
the octagon upon which she sits. Ships may fire out of their port (left) or starboard (right) sides.
See Previous Example #4 Ships may fire while they are moving, and a turning ship will sweep the field of fire across a wide section. Any potential target that falls within this field may be fired at.
See Previous Example #5 and Example #18 Line of Sight - Ships may only fire at targets that are in their field of fire and not blocked by other ships. If a direct line from the center of the ship’s octagon to the center of the target’s octagon crosses any other octagon, the field of fire may be blocked. Gunfire is always blocked if the line of sight passes through any portion of a friendly ship’s octagon. Gunfire is not blocked if the line of sight does not pass through two opposite sides of an enemy ship’s octagon. Enemy frigates and sloops never block the line of sight to an enemy SOL.
See Example #19 Also, ships may not fire into an octagon that is occupied by both a friendly and enemy ship unless the enemy ship is closer to the firing ship.
See Example #19A Ranges When firing it is necessary to calculate the range at which the combat is taking place. Range is measured in inches along a direct line from the center of a ship’s octagon to the center of the target’s octagon. For gunfire to take place this line must fall completely within the firing ship’s field of fire. Ships occupying the same octagon (fouled) fire at each other at Point Blank range. Close Range is anything up to 6”. Long Range is anything outside of Close Range, but within 12”. Extreme Range is anything outside of Long Range, but within 24”. At Long Range there are two columns of the Combat Results Table that may apply. If British ships are firing, the column labeled Long Range B Doctrine must be checked. If American ships are firing they may determine which Long Range column to use prior to rolling the dice. Any other nationality should use the Long Range F Doctrine column. Note: Even though some nationalities use the Long Range F Doctrine column, only French ships cause hits on an F result. Weather effects may also limit gunfire range and/or reduce their effectiveness. Check the Weather Log. - 25 -
Critical Hits If a natural dice roll totals 15 or greater (before adding any hull factors, penalties or bonuses), a critical hit has been scored on the target. Normal damage is done, and a check is made on the appropriate column, based on range and/or doctrine to determine the number of dice to be rolled on the Critical Hit Targeting Table. If the result title contains an exclamation mark (i.e. Fallen Rigging!), the result of the critical is known to all players. If the result title does not contain an exclamation mark (i.e. Crew Disorganized) only the player controlling the damaged ship need know the result. If at least one of the continuing critical effects is Fire!, the ship must attempt to end that effect before all others. A ship may never opt to ignore a fire. he only exception to this rule is fireships (see Optional Rules). Ships that are suffering one or more Fire! critical effects may not use gunfire and may only roll one die to end the fire. Also, the fire will spread (i.e. add another separate Fire! critical to the ship) if a six is rolled on the Crew Quality Check used to extinguish the fire. If a ship’s last hull box is eliminated by fire, consider the magazine to have exploded. Treat this as the Explosion! critical for determining damage done to ships within 6”. Fireships do not have magazines and are exempt from this rule.
The result will be additional damage or restrictions to the target ship. Some effects (Explosion! for example) may carry over to other ships. Some of the results will be marked [c]. This means that the effect may continue for more than one turn. During Step 7 ships will have the opportunity to roll to end critical effects. If she does not end the critical effect more damage may occur. A ship may only attempt to end one [c] effect during each Step 7, even if suffering from more than one effect. Ships that did not fire their guns during the turn will be allowed to roll two dice (exception: Fire!) and take the best number rolled. Ships may not roll to end a critical effect if they have Men In Rigging or Longboats. However, ships with Men In Rigging may attempt to repair rigging boxes to their original unmarked state. Rigging is repaired in the order in which it was damaged. Topgallants may never be repaired. There are restrictions to rigging repair if a ship has suffered the critical hits Mast Falls! or Shrouds & Braces Split! Striking A ship will strike if she is captured during a boarding action, the final hull box is marked off, if she is dismasted or disabled (including aground) and fails a Crew Quality Check after being raked by a ship of equal or greater rate, or suffers a Crew Demoralized critical that drops her crew quality below Poor. Struck ships are immediately removed from play. Note: You may wish to note the location of the struck ship to see if she would be captured by the enemy or recovered by friends at the end of the battle.
Step 5: Resolve Boarding Actions If two enemy ships are occupying the same octagon, a boarding action may occur if one or both of the ships wish to capture the other. Boarding may not occur during any type of squall. During this step each eligible player will declare, in initiative order, whether he wishes to board his enemy by declaring “Boarders Away!” If either player chooses to board, proceed with the boarding action. - 26 -
Ships will fight boarding actions by rolling two dice modified by the current hull factor, plus the Crew Quality rating, and critical hits that effect boarding. If either total doubles the opponent, the enemy’s ship is captured, even if the victor did not initiative the boarding action. The ship is then removed from play as a struck ship. If the highest total does not double the other, or if both totals are negative numbers, then both ships suffer one hull box hit and boarding is concluded for the pair. A final modified dice total of zero will defeat a negative total. Any positive total will defeat a negative or zero total. If there is more than one boarding action to be resolved, the commanding admiral with the initiative will determine the order in which they are resolved. Boarding actions against fresh ships will rarely be successful without great loss.
See Example #20 Ships that are on fire may not initiate boarding actions nor may they be boarded.
Step 6: Roll For Wind Direction/Intensity Change If the sum of two six-sided dice is 2, the wind will shift 45° counterclockwise (i.e. wind coming from the north will then come from the northwest). On a result of 3 the wind force will drop by one level. On a total roll of 11 the wind force will increase by one level. On a result of 12 the wind will shift by 45° clockwise (i.e. wind coming from the north will then come from the northeast). Changes in wind force may cause scattering, effect tacking, broadsides, combat ranges, boarding actions, etc. The Weather Log summarizes all of these potential changes. It also lists the number of movement points ships will have based on their starting orientation to the wind and any given weather state. Wind velocity changes may result in a different Sailing Chart being referenced for movement. For ease of play, the appropriate chart should be at hand. If the wind state reaches light gusts or greater all non-anchored ships may scatter. Beginning with the most leeward (downwind) ships, reference the Scatter Chart and roll a single die for each ship. Ships will never scatter on top of each other and no collisions will occur. Ships may scatter into shallows (immediately check for grounding) or onto shoals (rocks). Ships that drift onto land or rocks surrender and are considered out of the battle. Ships will potentially scatter each time the wind velocity increases to a new level greater than the previous level. Ships that are aground do not scatter unless wind velocity reaches squalls. In light squalls, aground ships scatter as if in light gusts. In - 27 -
Due to their larger crews (relative to the British) and propensity to use marine snipers and grenades, French ships will receive an additional +1 modifier to any boarding action roll.
heavy squalls, aground ships scatter as if in heavy gusts. After scattering, if the ship is still in shallows, she will have to test again for grounding. It is possible, though unlikely, that severe weather may allow a ship that is aground to become mobile again.
See Example #21 Ships at anchor will only scatter (and must immediately do so) if their anchors break (see the Weather Log). Ships with broken anchors are considered adrift and disabled until they place Men In Rigging and pass a Crew Quality Check to raise sails. Broken anchors may not be repaired during the course of a scenario. Any clear for action penalties become permanent if a ship loses her anchors due to weather or the Anchor Cables Cut! critical. If the wind force ever goes above heavy squall, it has reached gale force and the scenario is over; the ships would be too busy trying to battle the weather to engage the enemy. Each ship will then make a Crew Quality Check to see if she founders and is lost in the resulting storm. Ships in the gale will be able to roll two dice for the Crew Quality Check unless they have previously suffered a Mast Falls! or Shrouds & Braces Split! critical hit. In that case they roll one die. Ships that are aground are considered lost. Some scenarios may be designated as being fought in a gathering storm. In this case the wind force will increase on a dice total of 10 or 11. If the wind force is dead calm it is assumed that ships may only be moved by deploying portions of her crew longboats to pull the ship forward. This is the only situation that a ship may move directly into the wind. To move or turn, a ship must deploy longboats (placing a Longboat marker). A ship must also complete Crew Quality Checks in order to either move or turn. The number rolled on a successful check should be recorded. (Note: As the ship will be rolling two dice, either result may be used.) When this total reaches the value defined on the Weather Log, the ship may either move forward one octagon or turn. As with tacking, ships may not fire while being pulled forward or turned by Longboats.
See Previous Example #13 (although this example references a dismasted ship the procedure is the same for all ships in Dead Calm) A sudden wind direction shift may threaten to place a Close Hauled ship In Irons. In this case, the ship is allowed to immediately make a free turn downwind. She is not required to do so, but if she does not, pays all penalties of going In Irons. If multiple ships are involved, the side without the initiative turns first. - 28 -
If the weather ever reaches heavy gusts or squalls, any ships flying topgallants will mark off all of those boxes and take a Spars Fall! critical effect. Any ship that previously lost her last hull box due to Ship Holed Between Wind and Water may sink. Roll two dice with her sinking on a total result of two. Note: Although this ship will have struck and was previously removed from the tabletop, this roll is made to determine her ultimate fate as the crew (or prize crew) desperately fights to keep her afloat. Ships that lost their last hull box due to Fire!, or Explosion! are considered sunk, with their crews abandoning them, and their hulls burnt to the waterline.
Step 7: Repair Rigging / End Critical Effects Ships with a Men In Rigging marker may attempt to repair rigging and/ or furl or fly Topgallants. Men In Rigging markers are placed during movement. Men In Rigging allows ships to attempt rigging repairs, even to clearing rigging boxes back to their original unmarked state. Rigging is repaired in the order in which it was damaged. Topgallants may never be repaired. There are restrictions to rigging repair if a ship has suffered the critical hits Mast Falls! or Shrouds & Braces Split! To repair rigging, a Crew Quality Check is made (one die if the ship fired this turn or is changing topgallant status, two dice if she did not). If the check is successful, one rigging section is repaired. Regardless of the success of a repair, an SOL or frigate may also fly (deploy) or furl (store) topgallants with Men In Rigging. If flying (or furling) topgallants, be sure to place (or remove) the appropriate marker.
See Example #22 Ships that do not have Men In Rigging or Longboats markers may attempt to end a single continuing [c] critical effect. A Crew Quality Check is made (one die if the ship fired this turn, two dice, if she did not, taking the best result). If successful, the continuing effect is over and the penalty removed.
See Example #23 If a ship is on fire, she must attempt to end that critical effect first. Regardless of gunfire that turn, the ship will only roll one die for the Crew Quality Check. If that roll is a 6, another fire breaks out on the ship. It is possible to have multiple fires. Ships that do not have Men In Rigging or Longboats markers, and did not attempt to end a critical effect, may Clear For Action. A successful Crew Quality Check is needed to mark off one box.
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In most scenarios, the ships of both sides will be fully prepared so clearing for action will not be necessary.
During the age of sail, it took ships several minutes to prepare for combat. This was called Clearing For Action. It included running out the guns, getting the crew to their proper stations, dousing fires, storing inflammables, etc. This took time, and there is a penalty to the gunfire roll if a ship is not fully prepared. A ship may not slip (or cut) her anchors while there are unmarked clear for action boxes. Ships may not claim an initial broadside bonus if she is not cleared for action. Ships that attempt to end an ongoing critical effect may not also attempt to clear for action.
See Example #24 Forts so equipped may attempt to prepare Red Hot Shot. See optional rules.
Step 8: Ships Take Continuing Damage From Critical Effects If a continuing [c] Critical Effect is not ended during Step 7, the damage caused by that effect will be marked off of the Ship Record Sheet. This may result in the ship striking. This is the final step in each game turn.
Further Description Of Critical Effects Since there are a variety of Critical Effects in the game, this section will explain the details of each effect. Anchor Cables Cut If the ship is at anchor it is now adrift. Remove the anchor marker. This is a permanent effect. The ship may not anchor for the remainder of the scenario. Furthermore, the ship may not move until she successfully
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unfurls her sails. This requires putting Men In Rigging during Step 4. During Step 4 of the next turn she may move normally. Additionally the ship should take one hull box hit from the damage caused by this shot. Ship Holed Between Wind & Water The ship has suffered substantial waterline damage. This is a continuing effect. The ship will lose one additional hull box during Step 8 if this critical is not repaired. As some of the crew is now frantically manning the pumps, the ship suffers a -1 to gunfire. If the ship loses her last hull box before this critical is repaired, she may sink during Step 6 of future turns. (Note: Since struck ships are removed from the board, this is primarily used to determine the status of the ship for campaign purposes. The ship, although out of play, will attempt to repair the damage before sinking. She will sink on a total dice roll of 2 on two six-sided dice.) Crew Disorganized Damage has been done to the command structure of the ship or the integrity of the crew. Key officers may have been wounded or killed. The crew might also suffer confusion caused by the shock of incoming gunfire. This is a continuing effect. Any ship suffering this effect will have a -1 penalty to all gunfire and boarding action rolls. A successful Crew Quality Check negates this effect, signifying that the crew has been reorganized; lower ranked officers have taken over greater responsibilities, etc. Signal Lines Cut & Fallen Rigging! The effects of this critical hit are the same Fallen Rigging. In addition, if this is a flagship, the admiral’s ability to signal other ships has been limited. This might be caused by the death of key individuals responsible for signaling, or damage to the actual lines used for hoisting signal flags. This is a continuing effect. If the ship receiving this effect is not a flagship, only the Fallen Rigging portion applies. If the admiral’s flagship suffers this effect, he may not write signals during Step 3 until the critical is removed. For flagships, this is considered two continuing effects. Players may attempt to end either, but not both, effects during Step 7. Crew Wavering Significant damage has been done to the ship’s command structure or to the crew itself, affecting the cohesion of the men. Key officers may have been wounded or killed. The morale of the crew is breaking, as men are reluctant to participate any longer. This is a continuing effect. Any ship suffering this effect will have a -2 penalty to all gunfire and boarding action rolls. A successful Crew Quality Check negates this effect, signifying that the men have rallied. - 31 -
Command Casualties This represents severe damage to the command structure of the ship. The captain may have been killed or severely injured. This may have been caused by grapeshot sweeping the deck, or perhaps marine snipers firing at officers. This is a continuing effect. Any ship suffering this effect will have a -1 penalty to all gunfire and boarding action rolls. If this was a flagship, the admiral has been killed or severely wounded. If there is only one flagship in this fleet, the replacement admiral is considered inferior for the remainder of the battle. See above for rules governing admiral replacement. Fire! This is a continuing effect. The ship receiving this critical effect has caught on fire. Immediately remove any Men In Rigging or Longboat markers. (They return to the deck to fight the fire.) The ship must attempt to put out the fire before attempting to end any other critical effects. If the fire is not put out with a successful roll during Step 7, during Step 8, one hull box and one rigging box should be marked off. While the fire is raging, the ship may not tack, fire her guns, deploy men to Longboats or put Men In Rigging. Regardless of other factors, only one Crew Quality die is rolled to put out the fire. If the fire is not put out and the Crew Quality roll equals 6, the fire spreads and another fire critical occurs, meaning that two fires are now raging. If the fire is not put out, the ship will burn to the water line. Ships that are on fire may not collide with other ships (exception: Fireships; see optional rules). However, if a fouled ship suffers a fire critical effect, the other ship in the octagon also catches fire. Both ships must put out all fires or both ships suffer the consequences of any remaining fires on either ship (i.e. count the fires as one big conflagration effecting each ship). (Note: Since struck ships are removed from the board, it is assumed that this ship will be abandoned by her crew and will burn to the water line. This is primarily used to determine the status of the ship for campaign purposes.) Crew Demoralized So much damage has been done to the command group of the ship or the cohesion of the crew that the Quality of the Crew drops by one grade (elite to veteran, veteran to average, average to poor). Key officers may have been wounded or killed. The crew may be stunned to inaction by the extent of incoming gunfire. This is a permanent effect. If a ship is rated as poor when she receives this critical, she will strike. Explosion! Roll two six-sided dice for the immediate effect. The ship loses hull boxes equal to the larger of the two dice rolled. The ship loses rigging boxes equal to the smaller of the two dice rolled. This ship will also be treated as if suffering from the Fire! critical effect during Step 7 (starting - 32 -
this turn). All ships within 4” of an exploding ship will immediately lose two rigging boxes. This is a one time penalty for being close to the flaming debris of the exploding vessel. Ship Fails to Answer the Helm! This is a permanent effect. Whether caused by rudder damage, the ship’s wheel being shot away, or key personnel being killed, the ship may no longer use free 45° course changes. She must now pay one movement point for all turns for the remainder of the scenario. During this era, when a ship’s wheel was destroyed it was still possible to turn the ship by manhandling the rudder-ropes below decks. The penalty represents the difficulty in using this method to steer the ship. Yards Fall! This is a continuing effect. An additional two rigging boxes are marked off, as fallen canvas and wreckage has obscured some of the guns on both broadsides of the ship. There is a -4 penalty to gunfire until this critical effect is ended. The penalty takes place immediately. Ships at anchor may ignore the gunfire penalty, but must take the additional rigging damage. Spars Fall! This is a continuing effect. An additional two rigging boxes are marked off, as fallen canvas and wreckage has obscured some of the guns on both broadsides of the ship. There is a -3 penalty to gunfire until this critical effect is ended. The penalty takes place immediately. Ships at anchor may ignore the gunfire penalty, but must take the additional rigging damage. This critical also occurs if a ship flying her topgallants has the last +1 topgallant box marked off. This ship loses the additional rigging box and suffers the penalty to gunfire. Shrouds & Braces Split! This critical hit actually results in one permanent effect and two continuing critical effects. Fallen canvas and wreckage obscure some of the guns on both broadsides of the ship. There is a -2 penalty to gunfire until this critical effect is ended. Since the shrouds and braces are key lines necessary for the integrity of the masts, the ship will lose one additional rigging box during Step 8 if this critical is not repaired. Due to the severity of this damage, the ship will be considered dismasted if it ever loses its last rigging box. Rigging may be repaired up until the last rigging box is lost. Ships at anchor may ignore the gunfire penalty, but are subject to the ongoing rigging damage and implications for dismasting.
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Jib Boom & Staysails Carried Away! Fallen canvas and wreckage obscure some of the guns on both broadsides of the ship. There is a -2 penalty to gunfire until this critical effect is ended. The penalty takes place immediately. Ships at anchor may ignore this critical effect. Fallen Rigging! This is a continuing effect. Fallen canvas and wreckage obscure some of the guns on both broadsides of the ship. There is a -1 penalty to gunfire until this critical effect is ended. The penalty takes place immediately. Ships at anchor may ignore this critical effect. Mast Falls! This is a continuing effect. If this is the first time the ship has suffered this critical effect, mark off all topgallants and any remaining grey rigging boxes. Grey rigging boxes may no longer be repaired. On the second occurrence to this ship, mark off all remaining rigging boxes. The ship is dismasted. No further rigging repair may take place. Also, a large amount of fallen canvas and wreckage obscure some of the guns on both broadsides of the ship. There is a -4 penalty to gunfire until this critical effect is ended. The penalty takes place immediately. Ships at anchor may ignore the gunfire penalty, but must take the damage to the mast and are subject to dismasting. Ship Veers to Weather! If the ship ends up In Irons, this is treated exactly like a failed tack for purposes of determining rigging damage during heavy gusts or a light or heavy squall.
Whether, due to deaths on the quarterdeck, rudder damage, or rigging damage affecting the sailing state of the ship, the ship immediately veers to weather. Turn the ship immediately 90° towards the wind. This may result in the ship turning directly into the wind (into irons). If originally Close Hauled, she only turns 45° to weather and goes In Irons. Note: In all cases opportunity fire causing critical hits that affect a ship’s movement take place after the ship has completed her move. Ships at anchor do not veer.
Optional Rules Multiple Broadsides Ships may fire both their port and starboard broadside during the turn. All appropriate bonuses and penalties are added to each roll. Instead of rolling three dice for each broadside the ship will roll one die for each broadside. Restrictions to fire such as Men In Rigging, Lingering Smoke, etc. still apply. Lingering Smoke will affect each broadside.
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Forts Some scenarios will specify one or more forts. These forts are emplacements with fixed fields of fire, and possibly one or more blind spots, as defined by the scenario. Forts are rated as small, medium, or large. Normally, forts will be manned by average or poor gunners. Forts are not activated as squadrons are. Forts do not have a card in the initiative deck. Forts may fire at any potential target using opportunity fire. Forts may fire as many times each turn as they have valid targets. Forts may not fire on the same ship twice during the same turn. Some forts will have the ability to prepare Red Hot Shot during Step 7. This is solid shot that is heated in coals and fired while it is glowing red from a few of the forts cannons. Obviously, warships did not fire this type of shot for fear of catching their own ship on fire. Any Red Hot Shot that hits its target will cause normal damage. If any critical effect is also caused by this gunfire, it is always treated as the Fire! critical. Any Fire! critical caused by Red Hot Shot will spread on a 5 or 6. It takes time, however, to prepare Red Hot Shot. During Step 7 each applicable fort may attempt to prepare the shot. It takes three successful rolls (one roll per turn) to complete the process. These rolls are identical to ship Crew Quality Checks. These rolls do not have take place over consecutive turns. The fort may still fire her normal guns while preparing Red Hot Shot. Depending on the scenario, forts may also have to Clear For Action during Step 7. Forts are immune to critical effects and only suffer damage from H hits.
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Forts may not fire at ships that are within 3” of the fort as the guns can’t be depressed. Ships within 3” of the fort may not fire at the fort as their guns can’t be elevated. Ships that are anchored within 3” of a fort may launch a landing party during Step 5. This is resolved in the same manner as a boarding action between two ships, with three exceptions: Forts may roll more than two dice in their own defense (see the Fort Record Sheets); if the landing party is doubled its parent ship does not strike; and, the fort does not lose a hull box in an inconclusive action (the ship does – representing the crew killed in the fight). If the landing party’s roll doubles the fort’s roll (as in a boarding action) the fort is silenced but not yet captured. It takes a number of turns equal to the remaining Gun Factors (the fort’s “hull” boxes) to complete the capture of the fort. The attacking ship must remain anchored during this time to complete the capture. If the fort is eventually captured it is assumed that the garrison is put to the torch and the magazine destroyed. If the attacking ship leaves after winning the landing action, but before the fort is captured, the fort’s guns may be manned, but will only fire with two dice for the remainder of the scenario. Night Actions Some scenarios may indicate that the battle is taking place after dark. The only restriction to the rules is the range at which broadsides may be fired. The maximum engagement range will vary between Close and Long Range. If the previous turn’s Step 6 weather dice roll total is an even number, the sky is clear and the maximum engagement range is long. If the previous turn’s Step 6 weather dice roll total is an odd number, clouds cover the moon, and the maximum engagement range is close. This is in addition to any other changes caused to the weather in Step 6. If a ship is on fire, she illuminates herself and any other ship within 6”. Illuminated ships may be fired on from any allowable range. Fog If a scenario specifies fog, the wind velocity will begin at either light winds, feeble breeze, or dead calm. If the wind velocity increases to light to steady or beyond, the fog will dissipate. If fog is present the maximum engagement range is close. Also during fog, all ships that are out of Command and/or out of line suffer a -4 to gunfire. Signaling is not possible during fog. Admirals may only send a three word signal (with or without the initiative) during fog or night turns. This represents communicating to the fleet with lanterns and signal guns. Fireships Some nationalities would take older ships, normally the smaller rates, and load them with combustibles. These ships were designed to be set - 36 -
on fire and sent into an enemy line or against ships at anchor. These ships would be modified to burn as long as possible. A skeleton crew would man this ship and abandon it at the last possible moment. Since fire will spread between two ships in the same octagon, these ships must collide with enemy ships in order to be effective. Fireships are immune to General Chase/Close Action restrictions. Crews may light and abandon ships during Step 1. After this point the ship will continue to sail straight at the best speed she can make. Fireships move when activated by the commanding admiral. After lit, the ship is considered to be suffering from a Fire! critical effect. The ship does not take damage when she is lit, but will take damage that turn during Step 8. Fire will always spread on a fireship. Although unmanned, lit fireships may be targeted and may suffer critical hits. However, a fireship is immune to the Explosion! critical effect. Fireships may never fire broadsides as they had no armament, their guns being stripped during their conversion to fireships. Swells It is possible in some scenarios that the sea will run with heavy swells. This will not occur close to shore, but may occur in deeper waters. If the scenario specifies swells, they will run in the same direction as the wind. The only game effect of swells is that ships will roll on the Light Squalls scatter chart anytime the wind level increases. If the wind velocity increases to heavy squalls, use that scatter chart instead. As swells were harbingers of storms, they will only be present in deep ocean scenarios with a gathering storm designation. Bomb Ships Some nationalities had bomb ships in their fleets during this period. These were ships fitted with mortars and designed to fire high trajectory
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exploding shells. These were smaller ships designed to bombard shore installations. Due to the solid gun platform needed, bomb ships must be at anchor in order to fire. They may fire in any direction. They are not required to fire either from the port or starboard. They never get a bonus for initial broadside. Bomb ships may only fire at shore installations (forts, towns, dockyards, etc.) or ships an anchor in Close, Long, or Extreme Range. They may never fire at targets in Point Blank or mobile ships. Bomb ships may actually fire over other ships, and do not suffer field of fire or line of sight restrictions. They must be able to see their target (ships do not block her line of sight). Regardless of the actual range, consult the Extreme column on the Combat Results Table. Any hit (on a net roll of 14 or more) does not cause the listed damage, but instead causes a two hull hits. Disregard any critical hits caused by bomb ships; there is, however, a 1 in 6 chance that a fire will be caused if the shot hits an anchored ship or wooden structure. Carronades Most ships of this era were armed with carronades, short range cannon that were particularly destructive. Many ships, even larger ones, had less than ten of these types of weaponry. For those ships the small percentage of carronades compared to the total number of guns is irrelevant factor in the FASB combat system. However, some frigates and sloops, were armed primarily with carronades. For those ships use the following optional rule. There is no fire at Extreme Range. When firing at Long Range, roll five dice and use the lowest three; use the B Doctrine column regardless of nationality. When firing at Close Range, roll four dice and use the highest three; the fire must be aimed at the hull. When firing at Point Blank range, roll five dice and use the highest three. Towing Dismasted or disabled ships may be towed by mobile ships if using this optional rule. Ships may never tow an enemy ship. To start towing, the mobile ship must begin the turn in the same octagon as the immobile ship (an exception to the rule allowing only one ship per octagon). A successful Crew Quality Check must be made by the towing ship during Step 1. If successful, the immobile ship is considered under tow and the model may be removed from the table. The towing ship will have her available movement points reduced by one. Regardless of squadron, the ships will be considered moving together. At any time during movement the towing ship may throw off the line and discontinue towing the - 38 -
disabled ship (replace the ship model on the tabletop). She must leave the octagon occupied by the previously towed vessel. Ships under tow may not fire. Ships may not be towed during any type of squall or during gale force. A towing ship (even one acting under General Chase/Close Action) may never enter an octagon occupied by an enemy ship. The reverse is not true. An enemy ship acting under General Chase/Close Action may enter the octagon occupied by the towing ship. If she captures the towing ship, she also captures the towed ship. If towing a friendly ship, roll three dice in any boarding action and take the highest two. Always use the Crew Quality of the towing ship. Sloops may only tow other sloops. Frigates may not tow 1st or 2nd Rate SOLs. Fourth Rate ships may not tow 1st Rate ships. Transport Ships Certain scenarios may contain transport ships. Although these ships were lightly armed historically, for the purposes of Fire As She Bears!, treat them as unarmed. If boarded, they will surrender without a fight. However, if the transport ship contains ground troops (as specified by the scenario), she will automatically be treated as an elite crew and will roll three dice for the purposes of boarding actions. She may not initiate boarding actions and will not capture a ship that she defeats in a boarding action. Any time a transport is raked, treat her as if she is raked dismasted, which requires a crew morale check. Even troop transports are subject to this rule. In all other ways transport ships perform like any other ship. Frigates and Sloops When firing at frigates or sloops at Extreme Range, there is an additional -2 modifier due to the smaller profile of the ship. Frigates and sloops may operate independently of command. They do not count as an out of command penalty for the commanding admiral. They do not suffer penalties to gunfire for being out of command or out of the line of battle. Frigates and sloops that are operating independently of command may not voluntarily move within 4” of an enemy SOL. If fighting out a frigate duel between four or less ships, ships are allowed to enter an enemy octagon (foul) if the target ship has previously suffered a visible critical hit (i.e. a critical marked “!”). If they have not suffered a visible critical, enemy ships may not foul them. Weighing Anchor It took ships of the era hours to weigh anchor (ships of the line generally carried six anchors). Given the scale of the game, we have instituted the slip anchor rules for simplicity. Those wishing to actually weigh - 39 -
When the great ships (1st Rate to 4th Rate) fought, the frigates and sloops took positions behind the line of battle. his rule is designed to keep players from using the smaller ships as suicide vessels.
anchor must place Men In Rigging (actually on deck handling the cables or below deck manning the capstan) during Step 1 and complete a series of two dice Crew Quality Checks during Step 7. Ships will accumulate weigh points, similar to longboat points. When the ship has as many weigh points as her number of guns, she may begin to leave her anchorage. Obviously ships that weigh anchor may drop anchor at a later time. While in the process of weighing anchor ships may not fire, repair rigging, turn at anchor, or end critical effects. Accumulated weigh points remain even if the crew stops to complete another task. Accurate Close Hauling Age of sail vessels cannot actually sail as close to the wind as depicted in FASB. The best ships could sail six points off the wind (approximately 67.5°). Those wishing a truer depiction should use the following rule. When a ship is moved forward from a Close Hauled position it must Fall Off 100% of the ships frontage, while keeping the same orientation and heading.
See Example #25 Scenario Specific Rules Some scenarios will have one-of-a-kind rules; see the included scenarios for examples.
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Designer’s Notes for Second Edition As you can see Fire As She Bears! has gone through quite a metamorphosis. Whether she is now a butterfly or a moth will be up to the reader to decide. Certainly the main tenets of the design philosophy initially advanced in First Edition still hold true; ease of play first, and historical accuracy second. Originally, when we sent out to improve FASB we aimed only at converting it to a “gridless” system. As you can see, we took matters a bit further. If I am the “face” of FASB (the guy you see at convention peddling his wares), Mike Konwinski is certainly her “heart”. This edition, as with First Edition, would never have been published without Mike’s involvement. His passion for the ongoing development of an “easy to play”, historically accurate, fleet action system surely is equal to my own. Our journey has not been an easy one (there was a more than a little arguing along the way), but the result is a game that I feel is a vast improvement over First Edition. That progress would not have been possible without Mike. Certainly our friendship has grown, and in the year that I lost my only brother, I found another in Mike. And then there are the HOGs. The Holland Old Guard: Jim Brenizer, Todd Mewborn, Fred Barkman, and David Blank. Those familiar with the FASB newsgroup will recognize Jim Brenizer as the tireless designer of FASB scenarios. He is also our regular Thursday night host at his home in Holland, Ohio. Jim was found of saying “that’s a keeper” when either Mike or I introduced a new rule. If Jim kept silent, the rule usually did not make the cut. It was Todd Mewborn who first heard my “wild” idea of making FASB gridless while we rode the bench at a church softball game. (Actually I rode the bench. Todd was our star right fielder.) Todd took the idea to heart and showed up at the next HOG meeting with a couple dozen octagons. He is now mass producing them and hopes to have Oc-Toddgonals, Inc. going public by early next year. When not helping me remodel my basement (he’s the one doing all the work), Todd is a great sounding board for ideas. Fred Barkman added significant insight to the rules, having had some first hand experience on a square rigger as a youth. He also had a keen eye for flaws in the game’s logic. It is not wise for the budding game designer to leave rule loopholes within Fred’s “gun sights”. Dave Blank, our newest member, has brought a fresh perspective to some jaded old grognards. We tease Dave that he is actually the first member of our “Young Guard”. His sometimes “revolutionary” tactics would remind a John Jervis of an upstart Horatio Nelson. A special note of thanks goes to Albert Parker and Stan Sunderwirth. Even though each of these gentlemen is working on his own set of naval rules, both were more than willing to point me in the right direction when I hit a snag. Albert and Stan have a vast knowledge of the era, and they have probably forgotten more about the Age of Sail than I will ever know. And finally, I turned a mass of typos and poor sentence structure over to my good friend Ed Coss. He polished it into the clear text that you have here. Ed has edited numerous history - 41 -
textbooks and is currently working on his dissertation. He is a teacher, historian, gamer, and is proving to be a fantasy football manager to be reckoned with. I could find no one better suited to edit FASB 2nd Edition. I am grateful for his help. None of this would be possible without the support of my family. Since First Edition was published my son Warren (who helped with that design) has graduated from college and now lives in Columbus, Ohio pursuing a career in sculpture. My daughter, Amanda, is a senior at Bowling Green State University, and although she has no interest in wargames, is proving to be the “go-to” person on marketing questions. One could not ask for finer children. What happened to the years? I have also been blessed with my wife Mary. She loves to sail, and these two empty nesters now own a twenty two foot sloop, the Catch 22. The waters of western Lake Erie are ours to explore. Mary is my compass. As it was in Nelson’s time, it is today. The weapons have evolved, but it is still men and women placing themselves in harm’s way that insure our liberty. May God bless and protect them all. Phil Fry Toledo, Ohio Veteran’s Day, 2003 Special Note: Matt Drake of Drake Studios redesigned the look and feel of FASB2 for the download version of the rules that are now available from www.rpgnow.com. In addition to spicing up the page layout, Matt dramatically reduced the size of the files (an important aspect to the success of any pdf product). Matt took an amateur looking ruleset and gave it a professional appearance. I am grateful for his help. PCF 10-29-04
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Designer’s Notes from First Edition Many thanks to everyone who helped in the development of Fire As She Bears! Certainly foremost among the contributors is my good friend Michael Konwinski. Without Mike’s input this game would be quite different, and much inferior, to the one you hold in your hands. A special thanks goes out to my wife and children. Mary, Amanda, and Warren tended to the home fires while I was “out to sea” with Fire As She Bears! Their love and support have been without question. What can you expect from a kid that grew up in a Houston subdivision called Trafalgar West? What can you expect from someone who counts among his favorite authors, C. S. Forester and Patrick O’Brian? What can you expect from a guy whose birthday falls on the anniversary of one of Britain’s greatest naval victories? I guess you can expect an interest with 18th and 19th century naval conflict that translates itself into Fire As She Bears! When setting out to design Fire As She Bears! I had five goals in mind. With each new rule, revision, or change I tried to keep those five priorities (and their order of importance) forefront: 1) The game should be fun to play; who wants to play one that isn’t? 2) The game should be easy to play (simple rules - game can be run from the charts - players can grasp rules after two or three turns - ideal for convention play - numerous examples in rule book) 3) Historical tactics should yield historical results (design for effect - emphasis on fleet actions rather than individual ship duels - large battles possible - simple command system reflecting problems faced by admirals of the day) 4) The game should be rapid paced and quick to complete (scenarios completed in hours not days - experienced players can complete the game in real time - players can easily handle multiple ships - no written ship orders) 5) The game should be as historically accurate as possible given the other four priorities (Fire As She Bears! is a game and not a simulation - the minutia of ship combat is abstracted - the simulation market niche has already been filled by other fine games) Please feel free to contact me with any questions or comments that you have about the rules. I hope that Fire As She Bears! will give you hours of gaming enjoyment. Phil C. Fry 3717 Elmhurst Toledo, Ohio 43613
April 12, 1999
[email protected]
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Action Off Cape Ortegal Two weeks after Trafalgar, Captain Sir Richard Strachan overtook the remnants of a French squadron rounding the northwest corner of Spain. The Scipion had been badly damaged in the storms following Trafalgar and was laboring to keep up with the French squadron. Rear Admiral Dumanoir Le Pelley was faced with two choices: abandon the Scipion to her fate, or turn to fight the oncoming British. He chose the later. This small scenario is a perfect introduction to Fire As She Bears! With just a few ships, this scenario can be played by two to four players. Divide each fleet into two squadrons. Special Rules: Ships may not fly topgallants in heavy gusts. The Scipion’s rigging is severely damaged. Those boxes already marked with an “X” cannot be repaired. Any new damage may be repaired. Ships may not anchor. No ship has any Clear For Action penalties. Weather: Light Gusts Admiral ratings: French - Rear Admiral Dumanoir Le Pelley - competent - on board Formidable British - Captain Sir Richard Strachan - competent - on board Caesar Victory Conditions: Historically the British captured all of the French ships without loss. If the French run they lose the scenario. If they turn and fight, driving off the British, they will win despite their own loses. The British win by duplicating Strachan’s feat. Any other outcome is considered a draw.
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Vanguard British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
… Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Caesar British 3rd Rate
80 Guns
Crew = Veteran ( 3 )
Capt. Sir Richard Strachan(Competent) Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
6 6
6 5
5 4
3
3
2
Hull Bonus >
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -2
-2 -2
-2
3 2
2 1
0 -1
-1 -2
-3 -4
-4
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Majestic British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
… Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Culloden British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
… Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Formidable French 3rd Rate
80 Guns
Crew = Average ( 2 )
Rear-Admiral Le Pelley (Competent) Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
3 3
2 1
1 0
2
1
1
Hull Bonus >
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -2
-2 -2
-2
0 -1
-1 -2
-2 -3
-3 -4
-4 -5
-5
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Duguay Trouin French 3rd Rate
74 Guns
Crew = Average ( 2 )
… Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
-1 -2
-2 -3
-3 -4
-4 -5
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Mont Blanc French 3rd Rate
74 Guns
Crew = Average ( 2 )
… Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
-1 -2
-2 -3
-3 -4
-4 -5
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Scipion French 3rd Rate
74 Guns
Crew = Poor ( 1 )
… Topgallants (Tg)
X
Rigging
X X
X
X
-1
1 0
0 -1
-1 -2
1
1
1
Hull Bonus >
X
X
X
Initial Broadside [Port] - [Starboard]
X
(Mast falls)
-1
-1 -1
-2 -2
-2 -3
-3 -4
-4 -5
-5 -5
-6
-6
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Battle of Minorca 20 May 1756 Minorca is one of the islands off the eastern coast of Spain. Secured by the English during The War of the Spanish Succession (1702-13), Minorca was key to Britain’s strategy in the Mediterranean. With the outbreak of the Seven Year's War (1756-1763) John Byng was dispatched to the Mediterranean to bolster Minorca. The island, however, was surrounded by a French naval fleet. The mission, well understood by Byng, was to cut through the French naval line and to get into Port Mahon and safely put supplies and troops ashore. "... [Byng] gave the signal to engage the enemy's fleet. The van under Rear-Admiral West at once attacked, but the rear, under Byng, got into some disorder and hardly came within gunshot. The van suffered great loss, and Byng sailed away to Gibraltar and left Minorca to its fate. In England the public was furious, and Byng was brought home under arrest. Acquitted of cowardice or disaffection, he was found guilty of neglect of duty ..." Chambers Biographical Dictionary Minorca was captured by the French in June of 1756. The British Admiralty felt they had to account somehow for the loss of their valuable naval base in the Mediterranean. Admiral Byng was brought to Portsmouth; and, on 14 March 1757, was ceremoniously shot dead on the quarterdeck of the 74 gun Monarch. Special rules: All ships are cleared for action. Ships may not anchor. Fleets may be divided into three or four squadrons based on the number of players available. Only one admiral per fleet may trace command (chain of command listed below). Weather: Light to Steady Admiral ratings: French: Marquis de la Galissoniere (Inferior) onboard Foudroyant Chef d’Escadre de Glandevez (Inferior) onboard Redoubtable Chef d’Escadre de la Clue Sabran (Inferior) onboard Couronne British: Vice-Admiral John Byng (Inferior) onboard Ramilles Rear-Admiral Temple West (Inferior) onboard Buckingham Victory conditions: The British win by driving the enemy away from Minorca while losing less ships struck, sunk, or dismasted than the French. With any other result, Admiral Byng will be shot pour encourager les autres. (“For the encouragement of others.”)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Lion French 3rd Rate
64 Guns
Crew = Average ( 2 )
Capt.Paul-Hippolyte de Beauvillier +1
Rigging
0 0
0
0
-1
-1
1 0
0 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Triton French 3rd Rate
64 Guns
Crew = Average ( 2 )
Capt. Antoine Mercier +1
Rigging
0 0
0
0
-1
-1
1 0
0 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Redoubtable French 3rd Rate
74 Guns
Crew = Average ( 2 )
Chef d'Escadre de Glandevez (Inferior) Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
-1 -2
-2 -3
-3 -4
-4 -5
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Orphee French 3rd Rate
64 Guns
Crew = Average ( 2 )
Capt. Bailli de Raimon d'Eaux Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
1 0
0 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Fier French 4th Rate
50 Guns
Crew = Average ( 2 )
Capt. D'Erville Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
Initial Broadside [Port] - [Starboard]
+1
-1
-1 -2
(Mast falls)
0
0
-2
-2
-3
-1 -1
-2 -2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Guerrier French 3rd Rate
74 Guns
Crew = Average ( 2 )
Capt. Villars de La Brosse Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
-1 -2
-2 -3
-3 -4
-4 -5
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Foudroyant French 3rd Rate
80 Guns
Crew = Veteran ( 3 )
Marquis de la Galissoniere (Inferior) Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
4 3
3 3
2 1
2
2
1
Hull Bonus >
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -2
-2 -2
-2
1 0
0 -1
-1 -2
-2 -3
-3 -4
-4
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Temeraire French 3rd Rate
74 Guns
Crew = Average ( 2 )
Capt. De Baumont Le Maitre Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
-1 -2
-2 -3
-3 -4
-4 -5
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Hippopotame French 4th Rate
50 Guns
Crew = Average ( 2 )
Capt. Rochemore La Deveze Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
Initial Broadside [Port] - [Starboard]
+1
-1
-1 -2
(Mast falls)
0
0
-2
-2
-3
-1 -1
-2 -2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Content French 3rd Rate
64 Guns
Crew = Average ( 2 )
Capt. de Sabran Grammont Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
1 0
0 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Couronne French 3rd Rate
74 Guns
Crew = Average ( 2 )
Chef d'Escadre de la Clue Sabran (Inf.) Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
-1 -2
-2 -3
-3 -4
-4 -5
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Sage French 3rd Rate
64 Guns
Crew = Average ( 2 )
Capt. Du Revest Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
1 0
0 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Defiance British 4th Rate
60 Guns
Crew = Veteran ( 3 )
Capt. Thomas Andrews +1
Rigging
0 0
0
0
-1
2 2
2 1
1 0
-1 -1
-2
-2
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Portland British 4th Rate
48 Guns
Crew = Veteran ( 3 )
Capt. Patrick Baird Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
Initial Broadside [Port] - [Starboard]
+1
-1
-1 -2
(Mast falls)
0
0
-2
-2
-3
0 0
0 -1
-1
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Lancaster British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Capt. George Edgecumbe +1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 0
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Buckingham British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Rear-Admiral Temple West (Inferior) Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 0
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Captain British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Capt. Charles Catford Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 0
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Intrepid British 3rd Rate
64 Guns
Crew = Average ( 2 )
Capt. James Young Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 1
1 0
0 -1
-2 -2
-3 -3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Revenge British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Capt. Frederick Cornwall +1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 0
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Princess Louisa British 4th Rate
56 Guns
Crew = Veteran ( 3 )
Capt. Thomas Noel +1
Rigging
0 0
0
0
1 1
1 0
0 -1
-1
-2
-2
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Trident British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Capt. Philip Durell +1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 0
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Ramilles British 2nd Rate
90 Guns
Crew = Veteran ( 3 )
Vice-Admiral John Byng (Inferior) Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 5 5 5
0 0
0
-1
4 4
3 3
3
2
2
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
2 1
1 0
0 -1
-1 -2
-3 -3
-4 -4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Culloden British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Sr. Capt. Henry Ward Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Kingston British 4th Rate
60 Guns
Crew = Veteran ( 3 )
Capt. William Parry Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 2
2 1
1 0
-1 -1
-2
-2
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Deptford British 4th Rate
48 Guns
Crew = Veteran ( 3 )
Capt. John Amherst Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
Initial Broadside [Port] - [Starboard]
+1
-1
-1 -2
(Mast falls)
0
0
-2
-2
-3
0 0
0 -1
-1
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Camperdown (Kamperduin) 11 October - 1797 by Jim Brenizer This is a great battle to use with Fire as She Bears! This action is quite a slugfest. The British have the weather gauge, but are up against seamen and captains of almost equal ability. This scenario has a heavy amount of gunfire early and throughout. It also includes shallows that both sides must factor in to their battle plans. Historical Situation Camperdown (or Kamperduin, as the Dutch know it), was fought in the wake of the Battle of Cape St. Vincent (a British victory against the Spanish fleet on 14 February, 1797) and the Channel Mutinies, which broke out in May and against the plans of General Hoche to invade Ireland. These plans had already been dealt a blow by the Spanish defeat in February, but the mutinies led to a dramatic reduction in available British warships when they were sorely needed and could have led to disaster. At one stage, the effects of the mutiny, combined with damage to ships sustained in heavy weather, meant that the British fleet blockading the Dutch (Batavian) fleet in the Texel was reduced to the 3rd Rate Russel, the 4th Rate Adamant and the sloop Active. However, by signaling to phantom vessels over the horizon, the British ships gave the impression to observers on shore that they were supported by a larger fleet. Eventually, the Dutch did put to sea. The British blockading force sent the cutter Active back to alert the main British force on 9 October, 1797. The British fleet, under Admiral Duncan, immediately put to sea. Duncan sailed South and sighted the enemy near the Dutch coast, off Kamperduin (North of Haarlem), at 0700 hours on 11 October, 1797. The battle commences................. Admiral Ratings and Chain of Command: British: Adm. Duncan (commanding) - Competent - onboard Venerable Vice Adm. Onslow - Competent - onboard Monarch Dutch/Batavian: Adm. de Winter (commanding) - Competent - onboard Vrijheid Vice Adm. Reyntjes - Competent - onboard Jupiter Rear Adm. Story - Competent - onboard Staten Generaal Rear Adm. van Treslong - Competent - onboard Brutus Only the commanding admirals may send messages during Step 3. Weather Gauge from the west with wind force Steady with a Gathering Storm. Victory Conditions (Historical Result): The British win by striking or capturing 11 or more ships. For each ship the British lose, they must capture (or strike) one additional Dutch ship. The Dutch win by avoiding a British victory. Scenario-specific Rules: The captain of the Agincourt was court-martialed after the battle for
failure to engage the enemy. The Agincourt’s captain is rated as cowardly and the ship may not move more than one octagon per turn. The Dutch have shallow draft vessels. They move through Class III shallows with no penalty and treat Class II shallows as Class III. Only the British may issue “General Chase.” There is no sea room to the right of the map, which is treated as Class I shallows and shoreline. There are no “Clear for Action” penalties for either fleet. Either side may anchor anywhere on the board. Dutch firing practice during this battle was to aim for the enemy’s hull, rather than for the masts. For all Dutch Close Range fire, the hull is always designated for the target ship before rolling the dice. When firing at Long Range, the Dutch will use the B Doctrine column. As the British engaged in a “ragged formation”, after set up, roll on the Light Gusts scatter chart before beginning the first turn. (Special thanks to Julie Denyer, Royal Naval Museum, for her kind assistance)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Beschermer Dutch 4th Rate
56 Guns
Crew = Average ( 2 )
Captain Hinxt +1
Rigging
0 0
0
0
1 -1
-1 -2
-2 -3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Gelijkheid Dutch 3rd Rate
64 Guns
Crew = Average ( 2 )
Captain Ruijsch +1
Rigging
0 0
0
0
-1
-1
2 1
1 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Hercules Dutch 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Captain Rijsoort +1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 -1
-1 -2
-2 -3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Tjerk Hiddes Dutch 3rd Rate
64 Guns
Crew = Average ( 2 )
Captain Zegers Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 1
1 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Vrijheid Dutch 3rd Rate
74 Guns
Crew = Elite ( 4 )
Admiral de Winter (Competent) Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
2 1
1 -1
-1 -2
-2 -3
-3
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Staten Generaal Dutch 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Rear-Admiral Story (Competent) Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
3 3
3 2
2 1
2
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 0
-1 -2
-2 -3
-3 -4
-4
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Wassenaer Dutch 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Captain Holland +1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 -1
-1 -2
-2 -3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Batavier Dutch 4th Rate
56 Guns
Crew = Veteran ( 3 )
Captain Souter +1
Rigging
0 0
0
0
1 1
1 -1
-1 -2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Brutus Dutch 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Rear-Adm. Bloijs van Treslong(Comp) Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
3 3
3 2
2 1
2
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 0
-1 -2
-2 -3
-3 -4
-4
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Leyden Dutch 3rd Rate
64 Guns
Crew = Average ( 2 )
Captain Musquetier Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 1
1 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Mars Dutch 4th Rate
44 Guns
Crew = Average ( 2 )
Captain Kolf Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls) +1
+1
0
0
-1
-1
-2
-2
-3
(Mast falls)
Hull
-1 -2
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
< Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Cerebus Dutch 3rd Rate
64 Guns
Crew = Average ( 2 )
Captain Jacobson Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 1
1 -1
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Jupiter Dutch 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Vice-Admiral Reyntjes (Competent) Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
3 3
3 2
2 1
2
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 0
-1 -2
-2 -3
-3 -4
-4
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Haarlem Dutch 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Captain Wiggers Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 -1
-1 -2
-2 -3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Alkmaar Dutch 4th Rate
56 Guns
Crew = Veteran ( 3 )
Captain Krafft Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
1 1
1 -1
-1 -2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
-1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Delft Dutch 3rd Rate
74 Guns
Crew = Elite ( 4 )
Captain Verdooren Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
2 1
1 -1
-1 -2
-2 -3
-3
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Venerable British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Admiral Duncan (Competent) Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Triumph British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Captain Essington Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Ardent British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Captain Burgess Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 0
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Bedford British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Captain Byard Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Lancaster British 3rd Rate
64 Guns
Crew = Average ( 2 )
Captain Wells Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 1
1 0
0 -1
-2 -2
-3 -3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Director British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Captain Bligh +1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 0
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Belliqueux British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Captain Inglis +1
Rigging
0 0
0
0
-1
-1
2 2
2 1
1 0
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Adamant British 4th Rate
50 Guns
Crew = Elite ( 4 )
Captain Hotham Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
Initial Broadside [Port] - [Starboard]
+1
-1
-1 -2
(Mast falls)
0
0
-2
-2
-3
2 2
2 1
0
0
-1
-2
-2
-3
-3
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Isis British 4th Rate
50 Guns
Crew = Average ( 2 )
Captain Mitchell Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
+1
-1
Initial Broadside [Port] - [Starboard]
+1
-1
-1 -2
(Mast falls)
0
0
-2
-2
-3
1 0
0 -1
-2
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Monarch British 3rd Rate
74 Guns
Crew = Elite ( 4 )
Vice-Admiral Onslow Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
5 5
5 4
4 3
3
2
2
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
2 2
1 0
0 -1
-1 -2
-3
-3
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Powerful British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Captain Drury Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Monmouth British 3rd Rate
64 Guns
Crew = Average ( 2 )
Captain Walker +1
Rigging
0 0
0
0
-1
-1
2 1
1 0
0 -1
-2 -2
-3 -3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Russell British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Captain Trollope Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Montagu British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Captain Knight Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls)
-1
-1 -1
-2 -2
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Veteran British 3rd Rate
64 Guns
Crew = Average ( 2 )
Captain Gregory Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 1
1 0
0 -1
-2 -2
-3 -3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Beaulieu British Frigate
40 Guns
Crew = Average ( 2 )
Captain Axton Topgallants (Tg)
Rigging
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
+1
(Mast falls) +1
+1
0
0
-1
-1
-2
-2
-3
Hull Bonus >
(Mast falls)
Hull 0
-1
-1
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
< Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Agincourt British 3rd Rate
64 Guns
Crew = Average ( 2 )
Captain Williamson (cowardly) Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
2 1
1 0
0 -1
-2 -2
-3 -3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard] (Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
14 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-2
-2
-2
-3
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
14 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-4
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
14 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-4
-5
-5
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
16 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-2
-2
-2
-3
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
16 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-4
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
16 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-4
-5
-5
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
18 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-2
-2
-2
-3
-3
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
18 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-4
-4
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Sloop
18 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-4
-4
-5
-5
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
20 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-1
-1
-3
-3
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
20 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-2
-2
-2
-4
-4
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
20 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-2
-3
-4
-5
-5
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
24 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-1
-1
-1
-2
-3
-3
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
24 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-2
-2
-2
-3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
24 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
28 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-1
-1
-1
-2
-2
-3
-3
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
28 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-2
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
28 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside, and Rakes at Close range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
32 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
0
0
0
-1
-2
-3
-3
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
32 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-1
-1
-1
-2
-3
-4
-4
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
32 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-1
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
36 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
1
1
1
0
-1
-2
-3
-3
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
36 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
0
0
0
-1
-2
-3
-4
-4
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
36 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
0
-1
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
38 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
1
1
1
0
0
-1
-2
-3
-3
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
38 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
0
0
0
-1
-1
-2
-3
-4
-4
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
38 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
0
-1
-1
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
40 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
1
1
1
0
0
-1
-2
-3
-3
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
40 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
0
0
0
-1
-1
-2
-3
-4
-4
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British Frigate
40 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
0
-1
-1
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
44 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
1 1
1
0
0
-1
-2
-2
-3
-3
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
44 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
0 0
0
-1
-1
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
44 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
0 -1
-1
-2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
48 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
1 1
1 0
0
-1
-1
-2
-2
-3
-3
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
48 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
0 0
0 -1
-1
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
48 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
0 -1
-1 -2
-2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
50 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
2 2
2 1
0
0
-1
-2
-2
-3
-3
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
50 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
1 1
1 0
-1
-1
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
50 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
1 0
0 -1
-2
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
54 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
0
-2
-2
-3
2 2
2 1
1 0
0
-1
-1
-2
-3
-3
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
54 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
1 1
1 0
0 -1
-1
-2
-2
-3
-4
-4
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
54 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
0
-2
-2
-3
1 0
0 -1
-1 -2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
56 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
2 2
2 1
1 0
0
-1
-1
-2
-3
-3
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
-1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
56 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-1
-2
-2
-3
-4
-4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
56 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
1 0
0 -1
-1 -2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
-1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
60 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
3 3
3 2
2 1
0 0
-1
-1
-2
-3
-3
2
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
60 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 2
2 1
1 0
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-1 -1
-2
-2
-3
-4
-4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
60 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
2 1
1 0
-1 -1
-2 -2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
62 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
3 3
3 2
2 1
0 0
-1
-1
-2
-3
-3
2
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
62 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 2
2 1
1 0
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-1 -1
-2
-2
-3
-4
-4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 4th Rate
62 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
2 1
1 0
-1 -1
-2 -2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
64 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
3 3
3 2
2 1
1 0
-1 -1
-2
-2
-3
-3
2
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 2
2 1
1 0
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
0 -1
-2 -2
-3
-3
-4
-4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
64 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
-1
2 1
1 0
0 -1
-2 -2
-3 -3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
74 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
5 5
5 4
4 3
3
2
2
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
2 2
1 0
0 -1
-1 -2
-3
-3
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 4
4 3
3 2
2
2
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2
-3
1 1
0 -1
-1 -2
-2 -3
-4
-4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
74 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
4 3
3 2
1 1
2
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
0 -1
-1 -2
-2 -3
-4 -4
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
74L Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
6 6
6 5
5 4
3
3
2
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
3 2
2 1
0 0
-1 -2
-3
-3
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
74L Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
5 5
5 4
4 3
3
2
2
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2
-3
2 1
1 0
-1 -1
-2 -3
-4
-4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
74L Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
5 4
4 3
2 1
2
2
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
1 0
-1 -1
-2 -3
-4 -4
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
80 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
7 7
7 6
6 5
4
3
3
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
4 3
3 2
1 0
0 -1
-2 -3
-3
2
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
80 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
6 6
6 5
5 4
3
3
2
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
-3
3 2
2 1
0 -1
-1 -2
-3 -4
-4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 3rd Rate
80 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
6 5
5 4
3 2
3
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
2 1
0 -1
-1 -2
-3 -4
-4 -5
-5
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 2nd Rate
90 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 6 6 6
0 0
0
-1
5 5
4 4
3
3
2
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
3 2
2 1
1 0
0 -1
-2 -2
-3 -3
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 2nd Rate
90 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 5 5 5
0 0
0
-1
4 4
3 3
3
2
2
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
2 1
1 0
0 -1
-1 -2
-3 -3
-4 -4
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 2nd Rate
90 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 5 4 4
0 0
0
-1
3 3
2 1
2
2
1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
1 0
0 -1
-1 -2
-3 -3
-4 -4
-5 -5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 2nd Rate
98 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 8 8 8
0 0 7 7 6
0 5 5 4
-1
4
3
2
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
4 3
2 2
1 0
0 -1
-1 -2
-3 -3
2
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 2nd Rate
98 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 7 7 7
0 0 6 6 5
0 4 4 3
-1
4
3
2
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
3 2
1 1
0 -1
-1 -2
-2 -3
-4 -4
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 2nd Rate
98 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 7 6 6
0 0 5 4 4
0 3 3 2
-1
3
2
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
1 1
0 -1
-1 -2
-2 -3
-4 -4
-5 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
100 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 9 9 9
0 0 8 8 7
0 6 6 5
-1
5
4
3
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
4 4
3 2
1 1
0 -1
-1 -2
-3 -3
2
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
100 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 8 8 8
0 0 7 7 6
0 5 5 4
-1
4
3
2
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
3 3
2 1
0 0
-1 -2
-2 -3
-4 -4
2
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
100 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 8 7 7
0 0 6 5 5
0 4 3 3
-1
4
3
2
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
2 1
0 0
-1 -2
-2 -3
-4 -4
-5 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
110 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 10 10 10
0 0 9 9 8
5
4
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 7 7 6
-1 5 5 4
-1 -1 3 3 2
-1 -1
-2 -2
-2 -2
-2 -3
1 1
0 -1
-1 -2
-3 -3
3
2
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
110 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 9 9 9
0 0 8 8 7
5
4
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 6 6 5
-1 4 4 3
-1 -1 2 2 1
-1 -1
-2 -2
-2 -2
-2 -3
0 0
-1 -2
-2 -3
-4 -4
3
2
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
110 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 9 8 8
0 0 7 6 6
4
3
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 5 4 4
-1 3 2 2
-1 -1 1 0 0
-1 -1
-2 -2
-2 -2
-2 -3
-1 -2
-2 -3
-4 -4
-5 -5
2
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
120 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 11 11 11
0 0 10 10 9
0 0 8 8 7
-1 -1 6 6 5
-1 -1 4 4 3
-1 -2 3 2 1
-2 -2 1 0 -1
-2 -2
-3
-1 -2
-3 -3
6
5
4
3
2
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
120 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 10 10 10
0 0 9 9 8
0 0 7 7 6
-1 -1 5 5 4
-1 -1 3 3 2
-1 -2 2 1 0
-2 -2 0 -1 -2
-2 -2
-3
-2 -3
-4 -4
5
4
3
2
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
120 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 10 9 9
0 0 8 7 7
0 0 6 5 5
-1 -1 4 3 3
-1 -1 2 2 1
-1 -2 0 0 -1
-2 -2 -2 -2 -3
-2 -2
-3
-4 -4
-5 -5
5
4
3
2
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
130 Guns
Crew = Elite ( 4 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 12 12 12
0 0 11 11 10
0 0 9 9 8
-1 -1 8 7 6
-1 -1 6 5 4
-1 -1 4 3 2
-2 -2 2 1 0
-2 -2 0 -1 -1
-2 -3 -2 -3 -3
6
5
4
3
2
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
130 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 11 11 11
0 0 10 10 9
0 0 8 8 7
-1 -1 7 6 5
-1 -1 5 4 3
-1 -1 3 2 1
-2 -2 1 0 -1
-2 -2 -1 -2 -2
-2 -3 -3 -4 -4
6
5
4
3
2
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
British 1st Rate
130 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 11 10 10
0 0 9 8 8
0 0 7 7 6
-1 -1 5 5 4
-1 -1 3 3 2
-1 -1 1 1 0
-2 -2 -1 -1 -2
-2 -2 -2 -3 -4
-2 -3 -4 -5 -5
5
4
3
2
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
14 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-4
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
14 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-4
-5
-5
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
14 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-5
-5
-6
-6
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
16 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-4
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
16 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-4
-5
-5
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
16 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-5
-5
-6
-6
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
18 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-3
-4
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
18 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-4
-5
-5
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Sloop
18 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-4
-5
-5
-6
-6
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
20 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-2
-2
-2
-4
-4
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
20 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-2
-3
-4
-5
-5
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
20 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-4
-4
-5
-6
-6
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
24 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-2
-2
-2
-3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
24 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
24 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
28 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-2
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
28 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
28 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-3
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
32 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-1
-1
-1
-2
-3
-4
-4
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
32 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-1
-2
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
32 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-3
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
36 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-1
-1
-1
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
36 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-1
-2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
36 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-3
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
38 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1
-1
-1
-2
-2
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
38 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1
-2
-2
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
38 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-2
-3
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
40 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1
-1
-1
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
40 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1
-2
-2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French Frigate
40 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-2
-3
-3
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
44 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1 -1
-1
-2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
44 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1 -2
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
44 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-2 -3
-3
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
48 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
0
+1
0
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls) -2
-2
-3
0 -1
-1
-1
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
48 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
-1 -1
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
48 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
0
+1
0
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls) -2
-2
-3
-2 -3
-3
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
50 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
0 -1
-1 -1
-2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
50 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
-1 -1
-2 -2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
50 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
-2 -2
-3 -3
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
54 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
0
-2
-2
-3
0 0
0 -1
-1 -2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
54 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
0 -1
-1 -2
-2 -3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
54 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
0
-2
-2
-3
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
56 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
0 0
0 -1
-1 -2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
-1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
56 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
0 -1
-1 -2
-2 -3
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
56 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1 -2
-2 -3
-3 -4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
-1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
60 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 1
1 0
0 -1
-1 -2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
60 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 0
0 -1
-1 -2
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-2 -3
-4
-4
-5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
60 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
0 -1
-1 -2
-2 -3
-3 -4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
62 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 1
1 0
0 -1
-1 -2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
62 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 0
0 -1
-1 -2
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-2 -3
-4
-4
-5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 4th Rate
62 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
0 -1
-1 -2
-2 -3
-3 -4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
1 1
1 0
0 -1
-1 -2
-2 -3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
64 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 0
0 -1
-1 -2
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-2 -3
-3 -4
-4
-5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
64 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
-1
0 -1
-1 -2
-2 -3
-3 -4
-4 -5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 2
2 1
1 0
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
0 -1
-1 -2
-2 -3
-3 -4
-4
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
74 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2
-3
-1 -2
-2 -3
-3 -4
-4 -5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
74 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 0
0 -1
-1 -2
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -3
-3 -4
-4 -5
-5 -5
-6
-6
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
74L Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
3 2
2 2
1 1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
0 0
-1 -1
-2 -2
-3 -3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
74L Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
2 2
1 1
0 0
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2
-3
-1 -1
-2 -2
-3 -3
-4 -4
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
74L Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 1
0 0
-1 -1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3 -3
-4 -4
-5 -5
-6
-6
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
80 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
4 3
3 3
2 1
2
2
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
1 0
0 -1
-1 -2
-2 -3
-3 -4
-4
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
80 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
3 3
2 1
1 0
2
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
-3
0 -1
-1 -2
-2 -3
-3 -4
-4 -5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 3rd Rate
80 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
2 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
-1 -2
-2 -3
-3 -4
-4 -5
-5 -6
-6
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 2nd Rate
90 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 3 3 2
0 0
0
-1
2 2
1 1
1
1
1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
0 0
-1 -1
-1 -2
-2 -3
-3 -4
-4 -5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 2nd Rate
90 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 2 2 2
0 0
0
-1
1 1
0 0
1
1
1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
-1 -1
-1 -2
-2 -3
-3 -4
-4 -5
-5 -5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 2nd Rate
90 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 2 1 1
0 0
0
-1
0 0
-1 -1
1
1
1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
-1 -2
-2 -3
-3 -4
-4 -5
-5 -5
-6 -6
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 2nd Rate
98 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 4 4 4
0 0 3 3 2
0 2 1 1
-1
2
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
0 0
0 -1
-1 -2
-2 -3
-3 -4
-4 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 2nd Rate
98 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 4 3 3
0 0 2 2 1
0 1 0 0
-1
2
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
0 -1
-1 -2
-2 -3
-3 -4
-4 -5
-5 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 2nd Rate
98 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 3 2 2
0 0 1 1 0
0 0 0 -1
-1
1
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
-1 -2
-2 -3
-3 -4
-4 -5
-5 -5
-6 -6
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
100 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 5 4 4
0 0 4 3 3
0 2 2 1
-1
2
2
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
1 0
0 -1
-1 -2
-2 -3
-3 -4
-4 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
100 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 4 4 3
0 0 3 2 2
0 1 1 0
-1
2
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
0 -1
-1 -2
-2 -3
-3 -4
-4 -5
-5 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
100 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 3 3 2
0 0 2 1 1
0 0 0 -1
-1
1
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
-1 -2
-2 -3
-3 -4
-4 -5
-5 -5
-6 -6
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
110 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 5 5 5
0 0 4 4 3
3
2
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 3 2 2
-1 2 1 1
-1 -1 0 0 -1
-1 -1
-2 -2
-2 -2
-2 -3
-1 -2
-2 -3
-3 -4
-4 -5
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
110 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 5 4 4
0 0 3 3 2
2
1
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 2 2 1
-1 1 0 0
-1 -1 -1 -1 -2
-1 -1
-2 -2
-2 -2
-2 -3
-2 -3
-3 -4
-4 -5
-5 -5
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
110 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 4 3 3
0 0 2 2 2
2
1
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 1 1 0
-1 0 -1 -1
-1 -1 -2 -2 -3
-1 -1
-2 -2
-2 -2
-2 -3
-3 -4
-4 -5
-5 -5
-6 -6
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
120 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 6 6 5
0 0 5 5 4
0 0 4 3 3
-1 -1 2 2 1
-1 -1 1 0 0
-1 -2 0 -1 -1
-2 -2 -2 -2 -3
-2 -2
-3
-3 -4
-4 -5
3
2
2
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
120 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 5 5 5
0 0 4 4 3
0 0 3 2 2
-1 -1 1 1 0
-1 -1 0 0 -1
-1 -2 -1 -2 -2
-2 -2 -3 -3 -4
-2 -2
-3
-4 -5
-5 -5
3
2
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
120 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 5 4 4
0 0 3 3 2
0 0 2 1 1
-1 -1 0 0 0
-1 -1 -1 -1 -2
-1 -2 -2 -3 -3
-2 -2 -4 -4 -5
-2 -2
-3
-5 -5
-6 -6
2
1
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
130 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 7 6 6
0 0 6 5 5
0 0 4 4 4
-1 -1 3 3 2
-1 -1 2 1 1
-1 -1 0 0 -1
-2 -2 -1 -1 -2
-2 -2 -2 -3 -4
-2 -3 -4 -4 -5
3
3
2
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
130 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 6 6 5
0 0 5 4 4
0 0 4 3 3
-1 -1 2 2 1
-1 -1 1 0 0
-1 -1 -1 -1 -1
-2 -2 -2 -2 -3
-2 -2 -3 -4 -4
-2 -3 -5 -5 -5
3
2
2
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
French 1st Rate
130 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 5 5 4
0 0 4 3 3
0 0 2 2 1
-1 -1 1 0 0
-1 -1 -1 -1 -1
-1 -1 -2 -2 -3
-2 -2 -3 -4 -4
-2 -2 -5 -5 -5
-2 -3 -6 -6 -6
2
2
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
14 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-4
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
14 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-4
-5
-5
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
14 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-5
-5
-6
-6
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
16 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-4
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
16 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-4
-5
-5
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
16 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-5
-5
-6
-6
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
18 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-3
-3
-4
-4
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
18 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-3
-4
-4
-5
-5
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Sloop
18 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging Hull Bonus >
+1
+1
0
-1
-2
-3
(Mast falls) (Mast falls)
-4
-5
-5
-6
-6
1
1
1
1
1
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
20 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-2
-2
-3
-3
-4
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
20 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-3
-3
-4
-5
-5
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
20 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-4
-5
-5
-6
-6
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
24 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
24 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
24 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
-1
-1
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
28 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
28 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
28 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
-3
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
32 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-2
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
32 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
32 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Bonus >
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
Rigging Hull
+1
+1
+1
0
0
-1
-2
-3
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
36 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-1
-1
-2
-2
-3
-3
-4
-4
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
36 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-2
-2
-3
-3
-4
-4
-5
-5
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
36 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-3
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
38 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1
-1
-2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
38 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-2
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
38 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-3
-3
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
40 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1
-1
-2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
40 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-2
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish Frigate
40 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-3
-3
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
44 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-1 -1
-2
-2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
44 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-2 -2
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
44 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
+1
+1
0
0
-1
-1
-2
-2
-3
-2 -2
-3
-3
-4
-4
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
48 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
-1 -1
-1 -2
-2
-3
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
48 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
-1 -2
-2 -3
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
48 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
-2 -3
-3 -3
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
50 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
-1 -1
-1 -2
-2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
50 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
-1 -2
-2 -2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
50 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
0
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
-2
-2
-3
-2 -2
-3 -3
-4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
54 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
0
-2
-2
-3
0 -1
-1 -1
-2 -2
-3
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
54 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
0
0
0
-1
-1
-1 -2
-1 -1
-2 -2
-3 -3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
1
1
1
-2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
54 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
-1
+1
-1
Initial Broadside [Port] - [Starboard] -1 -2
(Mast falls)
0
0
0
-2
-2
-3
-2 -2
-3 -3
-3 -4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
56 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
0 -1
-1 -1
-2 -2
-2
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
-1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
56 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1 -1
-2 -2
-2 -3
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-3
-4
-4
-5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
56 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-2 -2
-2 -3
-3 -4
-4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
-1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
60 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
0 0
-1 -1
-1 -2
-2 -3
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
60 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1 -1
-1 -2
-2 -3
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-3 -3
-4
-4
-5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
60 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
-1 -2
-2 -3
-3 -3
-4 -4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
62 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
0 0
-1 -1
-1 -2
-2 -3
-3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
62 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1 -1
-1 -2
-2 -3
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-3 -3
-4
-4
-5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 4th Rate
62 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
-1 -2
-2 -3
-3 -3
-4 -4
-5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
64 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1
0 0
-1 -1
-1 -2
-2 -2
-3 -3
-3
-4
-4
-5
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
64 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1 -1
-1 -2
-2 -2
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2
-2
-3
-3 -3
-4 -4
-4
-5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
64 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1] +1
Rigging
0 0
0
0
-1
-1
-1 -2
-2 -2
-3 -3
-4 -4
-4 -5
-5
-5
-6
-6
1
1
1
1
1
1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard]
Topgallants (Tg)
-1 -2
(Mast falls) -2
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
74 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 0
0 0
-1 -1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-1 -2
-2 -2
-3 -3
-4 -4
-4
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
74 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
0 0
-1 -1
-1 -2
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2
-3
-2 -2
-3 -3
-4 -4
-4 -5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
74 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
-1 -1
-1 -2
-2 -2
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-3 -3
-4 -4
-4 -5
-5 -5
-6
-6
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
74L Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 1
1 0
0 -1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-1 -1
-2 -2
-3 -3
-4 -4
-4
-5
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
74L Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
1 0
0 -1
-1 -1
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2
-3
-2 -2
-3 -3
-4 -4
-4 -5
-5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
74L Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
Rigging
0 0
0
0
-1
0 -1
-1 -1
-2 -2
1
1
1
Hull Bonus >
+1
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-3 -3
-4 -4
-4 -5
-5 -5
-6
-6
1
1
1
1
1
1
-2
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
80 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
2 1
1 1
0 0
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
-1 -1
-1 -2
-2 -3
-3 -3
-4 -4
-5
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
80 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
1 1
0 0
-1 -1
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
-3
-1 -2
-2 -3
-3 -3
-4 -4
-5 -5
-5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 3rd Rate
80 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
+1
+1
Rigging
0 0
0 0
-1
-1
0 0
-1 -1
-1 -2
1
1
1
Hull Bonus >
+1
+1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -2
-2 -2
-2
-2 -3
-3 -3
-4 -4
-5 -5
-5 -6
-6
1
1
1
1
1
1
-3
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 2nd Rate
90 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 1 1 1
0 0
0
-1
0 0
0 -1
1
1
1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
-1 -1
-2 -2
-2 -3
-3 -3
-4 -4
-4 -5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 2nd Rate
90 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 1 0 0
0 0
0
-1
0 -1
-1 -1
1
1
1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
-2 -2
-2 -3
-3 -3
-4 -4
-4 -5
-5 -5
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 2nd Rate
90 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 0 0 -1
0 0
0
-1
-1 -1
-2 -2
1
1
1
+1
Initial Broadside [Port] - [Starboard] (Mast falls)
-1
-1 -1
-2 -2
-2 -2
-3
-2 -3
-3 -3
-4 -4
-4 -5
-5 -5
-6 -6
1
1
1
1
1
1
(Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 2nd Rate
98 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 2 2 1
0 0 1 1 0
0 0 0 -1
-1
1
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
-1 -1
-2 -2
-2 -3
-3 -3
-4 -4
-4 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 2nd Rate
98 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 1 1 1
0 0 0 0 0
0 -1 -1 -1
-1
1
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
-2 -2
-2 -3
-3 -3
-4 -4
-4 -5
-5 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 2nd Rate
98 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 1 0 0
0 0 0 -1 -1
0 -1 -2 -2
-1
1
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
-2 -3
-3 -3
-4 -4
-4 -5
-5 -5
-6 -6
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
100 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 2 2 2
0 0 1 1 1
0 0 0 0
-1
1
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
-1 -1
-1 -2
-2 -3
-3 -3
-4 -4
-4 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
100 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 2 1 1
0 0 1 0 0
0 0 -1 -1
-1
1
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
-1 -2
-2 -3
-3 -3
-4 -4
-4 -5
-5 -5
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
100 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
+1
+1
0 0 1 1 0
0 0 0 0 -1
0 -1 -1 -2
-1
1
1
1
+1
Initial Broadside [Port] - [Starboard]
-1
-1 -1
-2 -2
-2 -2
-2 -3
-2 -3
-3 -3
-4 -4
-4 -5
-5 -5
-6 -6
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
110 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 3 2 2
0 0 2 1 1
1
1
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 1 0 0
-1 0 -1 -1
-1 -1 -1 -2 -2
-1 -1
-2 -2
-2 -2
-2 -3
-2 -3
-3 -3
-4 -4
-4 -5
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
110 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 2 2 1
0 0 1 1 0
1
1
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 0 0 -1
-1 -1 -1 -2
-1 -1 -2 -2 -3
-1 -1
-2 -2
-2 -2
-2 -3
-3 -3
-4 -4
-4 -5
-5 -5
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
110 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
+1
+1
0 0 1 1 1
0 0 0 0 0
1
1
+1
Initial Broadside [Port] - [Starboard]
+1
+1
0 -1 -1 -1
-1 -2 -2 -2
-1 -1 -3 -3 -3
-1 -1
-2 -2
-2 -2
-2 -3
-4 -4
-4 -5
-5 -5
-6 -6
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
120 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 3 3 3
0 0 2 2 2
0 0 1 1 1
-1 -1 0 0 0
-1 -1 -1 -1 -1
-1 -2 -2 -2 -2
-2 -2 -3 -3 -3
-2 -2
-3
-4 -4
-4 -5
2
1
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
120 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 3 2 2
0 0 2 1 1
0 0 1 0 0
-1 -1 0 -1 -1
-1 -1 -1 -2 -2
-1 -2 -2 -3 -3
-2 -2 -3 -4 -4
-2 -2
-3
-4 -5
-5 -5
1
1
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
120 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 2 2 1
0 0 1 1 0
0 0 0 0 -1
-1 -1 -1 -1 -2
-1 -1 -2 -2 -3
-1 -2 -3 -3 -4
-2 -2 -4 -4 -5
-2 -2
-3
-5 -5
-6 -6
1
1
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
130 Guns
Crew = Veteran ( 3 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 4 3 3
0 0 3 2 2
0 0 2 2 1
-1 -1 1 1 0
-1 -1 0 0 -1
-1 -1 -1 -1 -2
-2 -2 -2 -2 -3
-2 -2 -3 -3 -4
-2 -3 -4 -4 -5
2
1
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
130 Guns
Crew = Average ( 2 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 3 3 2
0 0 2 2 2
0 0 1 1 1
-1 -1 0 0 0
-1 -1 -1 -1 -1
-1 -1 -2 -2 -2
-2 -2 -3 -3 -3
-2 -2 -4 -4 -4
-2 -3 -5 -5 -5
1
1
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship name:
"Fire As She Bears!" (2nd Edition) - Ship Record Sheet
Spanish 1st Rate
130 Guns
Crew = Poor ( 1 )
Commander:
Clear for Action [-3][-2][-1]
Topgallants (Tg)
Rigging Hull Bonus >
Initial Broadside [Port] - [Starboard]
+1
+1
+1
+1
+1
0 0 2 2 2
0 0 1 1 1
0 0 0 0 0
-1 -1 -1 -1 -1
-1 -1 -2 -2 -2
-1 -1 -3 -3 -3
-2 -2 -4 -4 -4
-2 -2 -5 -5 -5
-2 -3 -6 -6 -6
1
1
1
1
1
1
1
1
1
(Mast falls) (Mast falls)
Hull < Bonus
Bonus for Initial Broadside and Rakes at Close Range; doubled for Stern Rakes (dbl criticals)
Ship Templates
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Poor ( 1 ) Small Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
Gun Factors (Hull)
-4
-4
-4
3 dice
-5
-5
-5
-6
2 dice vs. Landing Parties
-6
-6
Gun Factors (Hull) Turns to capture = remaining unmarked boxes after defeat
2 dice
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Poor ( 1 ) Medium Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
Gun Factors -1 (Hull) -1
-1 -1
-2 -2
3 dice
-2 -3
-3 -3
-4 -4
-4 -5
2 dice vs. Landing Parties
Gun Factors -6 (Hull) -6
-5 -5
Turns to capture = remaining unmarked boxes after defeat
2 dice
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Poor ( 1 ) Large Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
0 Gun Factors 0 (Hull) 0
0 0 0 4 dice
-1 -1 -1
-1 -1 -2
-2 -2 -2
-3 -3 -3
3 dice vs. Landing Parties
-4 -4 -4
-5 -5 -5 2 dice
-6 Gun Factors -6 (Hull) -6 Turns to capture = remaining unmarked boxes after defeat
Ship Templates
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Average ( 2 ) Small Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
Gun Factors (Hull)
-3
-3
-3
3 dice
-4
-4
-4
-5
2 dice vs. Landing Parties
-5
-5
Gun Factors (Hull) Turns to capture = remaining unmarked boxes after defeat
2 dice
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Average ( 2 ) Medium Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
Gun Factors 0 (Hull) 0
0 0
-1 -1
3 dice
-1 -2
-2 -2
-3 -3
-3 -4
2 dice vs. Landing Parties
Gun Factors -5 (Hull) -5
-4 -4
Turns to capture = remaining unmarked boxes after defeat
2 dice
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Average ( 2 ) Large Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
1 Gun Factors 1 (Hull) 1
1 1 1 4 dice
0 0 0
0 0 -1
-1 -1 -1
-2 -2 -2
3 dice vs. Landing Parties
-3 -3 -3
-4 -4 -4 2 dice
-5 Gun Factors -5 (Hull) -5 Turns to capture = remaining unmarked boxes after defeat
Ship Templates
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Veteran ( 3 ) Small Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
Gun Factors (Hull)
-2
-2
-2
3 dice
-3
-3
-3
-4
2 dice vs. Landing Parties
-4
-4
Gun Factors (Hull) Turns to capture = remaining unmarked boxes after defeat
2 dice
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Veteran ( 3 ) Medium Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
Gun Factors 1 (Hull) 1
1 1
0 0
3 dice
0 -1
-1 -1
-2 -2
-2 -3
2 dice vs. Landing Parties
Gun Factors -4 (Hull) -4
-3 -3
Turns to capture = remaining unmarked boxes after defeat
2 dice
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Veteran ( 3 ) Large Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
2 Gun Factors 2 (Hull) 2
2 2 2 4 dice
1 1 1
1 1 0
0 0 0
-1 -1 -1
3 dice vs. Landing Parties
-2 -2 -2
-3 -3 -3 2 dice
-4 Gun Factors -4 (Hull) -4 Turns to capture = remaining unmarked boxes after defeat
Ship Templates
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Elite ( 4 ) Small Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
Gun Factors (Hull)
-1
-1
-1
3 dice
-2
-2
-2
-3
2 dice vs. Landing Parties
-3
-3
Gun Factors (Hull) Turns to capture = remaining unmarked boxes after defeat
2 dice
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Elite ( 4 ) Medium Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
Gun Factors 2 (Hull) 2
2 2
1 1
3 dice
1 0
0 0
-1 -1
-1 -2
2 dice vs. Landing Parties
Gun Factors -3 (Hull) -3
-2 -2
Turns to capture = remaining unmarked boxes after defeat
2 dice
"Fire As She Bears!" (2nd Edition) - Fort Record Sheet
Fort Name: Gunners = Elite ( 4 ) Large Fort
Clear for Action [-3][-2][-1] Prepare Red Hot Shot [ ][ ][ ] May fire at multiple targets within Field of Fire
3 Gun Factors 3 (Hull) 3
3 3 3 4 dice
2 2 2
2 2 1
1 1 1
0 0 0
3 dice vs. Landing Parties
-1 -1 -1
-2 -2 -2 2 dice
-3 Gun Factors -3 (Hull) -3 Turns to capture = remaining unmarked boxes after defeat
Frigates & SOLs
Close Hauled 0
Feeble Breeze
0
0
0
(1 every third turn; 1 every turn with Tg)
Beam Reach
(1 every third turn; 1 every turn with Tg)
Broad (2) Reach 1
(2) Broad
1 Running
Adjustments to leeward are free Adjustments to windward cost 1 MP (for a max cost of 1 MP per turn). Windward adjustments while Close Hauled are not allowed
Close Hauled
(1 every third turn; with or without Tg)
(1 every third turn; with or without Tg)
Beam Reach
Sailing Charts
(1 every third turn; 1 every turn with Tg)
Reach If available movement points = 0 there is no Frigate bonus to movement.
(Movement points with topgallants flying)
Frigates & SOLs
Close Hauled 0
Sailing Charts
Light Winds
0
(1 every other turn)
(1 every other turn)
Beam (2) Reach1 Broad Reach 2(3)
(2) Beam
1 2
(3)
1
(2)
Running Adjustments to leeward are free Adjustments to windward cost 1 MP (for a max cost of 1 MP per turn). Windward adjustments while Close Hauled are not allowed
Close Hauled
(1 every third turn; 1 every turn with Tg)
Reach
Broad Reach If available movement points = 0 there is no Frigate bonus to movement.
(Movement points with topgallants flying)
Frigates & SOLs
Close 1(1) Hauled
Light to Steady to Light Winds
Sailing Charts
1(1) Close Hauled
Beam (3) Reach 2 Broad Reach 3(4)
2 3
(4)
2
(3)
Beam Reach
Broad Reach
(3)
Running Adjustments to leeward are free Adjustments to windward cost 1 MP (for a max cost of 1 MP per turn). Windward adjustments while Close Hauled are not allowed
(Movement points with topgallants flying)
Frigates & SOLs
Close 0 Hauled
Squalls and Heavy Gusts
Sailing Charts
0
Beam Reach 1 Broad Reach 3
Close Hauled Beam 1 Reach
2
3
Broad Reach
Running Adjustments to leeward are free Adjustments to windward cost 1 MP (for a max cost of 1 MP per turn). Windward adjustments while Close Hauled are not allowed
(Topgallants are “Carried Away” if flying during Squalls & Heavy Gusts)
Sloops
Close Hauled 1 Beam Reach
Feeble Breeze
1
0
Adjustments to leeward are free Adjustments to windward cost 1 MP (for a max cost of 1 MP per turn). Windward adjustments while Close Hauled are not allowed
Close Hauled
0
(1 every third turn)
Broad Reach 1
Sailing Charts
0 Running (1 every third turn)
Beam Reach
Broad 1 Reach If available movement points = 0 there is no Sloop bonus to movement.
Sloops
Close Hauled 1 Beam Reach
Light Winds
1
1
Broad Reach 2 Adjustments to leeward are free Adjustments to windward cost 1 MP (for a max cost of 1 MP per turn). Windward adjustments while Close Hauled are not allowed
Sailing Charts
Close Hauled
1 0 Running (1 every other turn)
Beam Reach
Broad 2 Reach If available movement points = 0 there is no Sloop bonus to movement.
Sloops
Close Hauled 2 Beam Reach
Light to Steady to Light Gusts
2
Broad Reach 3 Adjustments to leeward are free Adjustments to windward cost 1 MP (for a max cost of 1 MP per turn). Windward adjustments while Close Hauled are not allowed
Sailing Charts
2
Close Hauled
2 1 Running
Beam Reach
Broad 3 Reach
Sloops
Close Hauled 1 Beam Reach
Squalls and Heavy Gusts
1
Broad Reach 3 Adjustments to leeward are free Adjustments to windward cost 1 MP (for a max cost of 1 MP per turn). Windward adjustments while Close Hauled are not allowed
Sailing Charts
1
Close Hauled
1 1 Running
Beam Reach
Broad 3 Reach
1st Rates
2nd Rates
3rd Rates
Print this page at 100% (each polygon should be 3”)
4th Rates
Frigates
Sloops
Print this page at 100% (each polygon should be 3”)
Print this page at 100% (each polygon should be 3”)
Admiral’s Command Sheet Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 Turn 8 Turn 9 Turn 10 Turn 11 Turn 12 Turn 13 Turn 14 Turn 15 Turn 16 Turn 17 Turn 18 Turn 19 Turn 20 Turn 21 Turn 22 Turn 23 Turn 24 Turn 25 Turn 26 Turn 27 Turn 28
Weather Log Turn Number Write wind direction in appropriate column.
Step 6: (2d6) 2 = wind shift counter-clockwise; 3 = wind drops; 11 = wind increases (10-11 in gathering storm); 12 = wind shift clockwise Heavy Light Heavy Light Steady to Light Light Feeble Dead Fog possible in Light Squall* Squall* Gusts* Gusts Gusting Steady to Steady Winds Breeze Calm Winds, Feeble Breeze, CH:0 (1) CH:0(1) CH:0(1) CH:1(2) CH:1(2) CH:1(2) CH:1(2) CH:0/1(1) CH:0/1(1) or Dead Calm. Move or BM:1 BM:1 BM:1 BM:2 BM:2 BM:2 BM:2 BM:1 BM:1/0 turn by Sloop MPs in BD:3 BD:3 BD:3 BD:3 BD:3 BD:3 BD:3 BD:2 BD:1 Longboats. parenthesis. RN:2(1) RN:2(1) RN:2(1) RN:2(1) RN:2(1) RN:2(1) RN:2(1) RN:1(0) RN:0/1(0)
1 CH = movement factor of a 2 ship that begins the turn Close 3 Hauled. In Light Winds these ships move every other turn. In 4 Feeble Breeze these ships 5 move every third turn (may not 6 move during "grey" turns). 7 8 BM = movement factor of a 9 ship that begins the turn Beam Reaching. In Feeble Breeze 10 these ships move every third 11 turn (not during "grey" turns). 12 13 BD = movement factor of a ship that begins the turn Broad 14 Reaching. 15 16 RN = movement factor of a 17 ship that begins the turn Running. In Feeble Breeze 18 these ships move every third 19 turn (not during "grey" turns). 20 21 Lingering Smoke occurs in all 22 wind conditions; cumulative with gunfire reductions in 23 Gusts and Squalls. 24 Longboats: # to move Gunfire (cumulative) -2/-3w -1/-2w 0/-1w 0/-1w Smoke Smoke Smoke Smoke Smoke Smoke forward / # to turn ship. Longboats (pts carry over) n/a n/a n/a 11 / 7 10 / 6 9/5 8/4 7/3 6/3 5/3 Ships flying Topgallants Anchors break & Scatter 11+ 12 n/a n/a n/a n/a n/a n/a n/a n/a Tacking fail -1d6 fail -1d3 fail -1d3 ok ok ok ok ok Longboats Longboats suffer a -2 penalty to gunfire due to a less Formation Scatters yes * yes * yes * yes no no no no no no stable gun platform and Flag Transfer no no no yes yes yes yes yes yes yes will lose those Signaling no yes yes yes yes yes yes yes no no Topgallants in Heavy Boarding Actions no no yes yes yes yes yes yes yes yes Gusts or Squalls. -2/-3w = fire modifier (gunports closed due to weather); ships who are windward of their target use the greater penalty; ships also subject to Lingering Smoke penalties. Smoke (lingering smoke obscures target) = fire modifier outside Point Blank range if ship does not move forward one full octagon; penalties are cumulative. fail -1d6 = lose 1-6 rigging sections if tack roll is failed (-1d3 = lose 1-3 rigging sections). During "Fog" no gunfire is allowed outside of Close Range. No free turns in "Dead Calm". During "Light Winds" or "Feeble Breeze" ships may not expend movement points in restricted orientations during "grey" turns. * If Topgallants are flying during Heavy Gusts or Squalls all Topgallant sections are destroyed. If so, the ship also suffers a "Spars Fall!" critical. 2.0
“FIRE AS SHE BEARS! - 2nd Edition” Sequence of Play 1) Admirals may move their “flag” to another ship (ships must be within 6”; neither ship may move more than 3” [one octagon] this turn; wind levels may restrict flag transfer). “Successor” Admirals are appointed. Ships that did not fire their broadsides in the previous turn may remove “Ready Ammo Depleted” markers. Remove “Broadsides” markers and replace with “Lingering Smoke” markers. Forts and Anchored ships that did not fire last turn remove all “Lingering Smoke” markers. 2) Determine “Line of Battle” status and “Command” (a clear line of sight free of enemy ships 9” from flagship or 6” from any other ship that is “In Command”). Ships that are “Out of Command” or out of the “Line of Battle” suffer a -2 penalty for firing for this turn. Dismasted and Disabled ships may be used to trace command. 3) Roll for initiative (Admirals that moved their “flag” and “Successor” Admirals lose the initiative but still roll). 3 dice for Superior commanding Admirals 2 dice for Competent commanding Admirals 1 die for Inferior commanding Admirals +1 die with the weather gauge +1 die if the majority of ships are “In Command” -1 to dice total for each ship “Out of Command”, “Struck”, “Dismasted”, or “Disabled” Signal phase - (8 words with initiative, 4 words without; other players have a 3 word response). Admirals claiming the weather gauge, whose opponent=s initiative roll is zero or less, may issue “General Chase / Close Action”. After this signal, ships from the issuing fleet may now “foul” enemy vessels. There are no longer any “Out of Command” or “Line of Battle” penalties for either fleet but the fleet being “chased” suffers a permanent -2 to gunfire. 4) Reshuffle the “Initiative Deck”, draw cards, and conduct ship movement and gunfire. Draw cards from the “Initiative Deck” (1 card per squadron plus the commanding Admiral’s bonus). Superior Admirals – 3 bonus cards; may pass 3 cards with Initiative Competent Admirals – 2 bonus cards; may pass 2 cards with Initiative Inferior Admirals – 1 bonus card; may pass 1 card with Initiative When activated for movement, ships may place or remove “Men In Rigging” markers, and must place the marker if they are attempting to tack. Ships with “Men In Rigging” may not fire broadsides. Ships that have fired their broadsides this turn may not place “Men In Rigging”. When activated for movement, ships may place or remove a “Longboats” marker. Ships with a “Longboats” marker may not fire broadsides. Ships that have fired their broadsides this turn may not place a “Longboats” marker. Ships may attempt to move forward 3” or turn 90o by Longboats. There are weather conditions that restrict the use of Longboats. Ships that are aground may only be moved or turned by Longboats (at double the normal cost). Longboat points carryover after a successful Longboat activity. Accumulated Longboat points are removed when the “Longboats” marker is removed. Move & fire ships by squadrons (ships moving in shallows test for grounding). Enemy ships may “Gun Duel” or “Opportunity Fire” as their guns bear placing a Broadsides marker (cotton) when they due so. Ships with “Ready Ammo Depleted”, “Men In Rigging”, and/or “Longboats” markers may not fire. Ships that move forward at least 3” (one complete octagon) remove any “Lingering Smoke” markers. Ships that lose all of their Rigging sections, but are not “Dismasted” are considered to be “Disabled”. “Disabled” ships may only use free turns to change their course 45o downwind. Ships that Strike are removed from the table. Ships that do not move and are currently in shallows may drop anchor. Anchored ships are immune to “Formation Scatters” penalties unless their anchors break. Anchored ships are never “Out of Line”. Previously anchored ships may turn (if not aground) by passing a 2 dice Crew Quality Check, or attempt to cut or slip their anchor if they have Cleared For Action. 5) Resolve “Boarding Actions” If ships are fouled either ship may declare “Boarders Away!” Each ship rolls 2d6 plus (or minus) the current hull factor, plus crew quality, and subtracting any critical effect penalties that affect boarding rolls. French ships add +1 to the result. If the total for either ship is doubled by their opponent, the ship strikes. If neither side wins the action, each ship loses one hull box. Ships that are on fire may not board or be boarded. 6) Roll for “Wind Direction / Intensity” change. Ships that lost their last Hull box due to “Ship Holed Between Wind and Water”, “Fire!”, or “Explosion!” may sink. Any new Squall or Gusting wind weather change (increases in wind velocity only) may “Scatter Formations”. 7) Ships with “Men in Rigging” may attempt to repair rigging and/or furl or fly Topgallants. (If not changing Topgallant status roll two dice and take the best result.) Ships that don’t have “Men in Rigging” or in “Longboats” may attempt to end a single critical effect or “Clear For Action”. If the ship did not fire roll two dice and take the best result. “Fire ships” may be lit. Forts may attempt to prepare “Red Hot Shot”. Mobile ships may begin to tow dismasted vessels. Ships that are “Cleared For Action” and have “Men In Rigging” may attempt to cut or slip their anchors. 8) Ships take damage from continuing “Critical Effects”. 2.0
Combat Results Table Dice Total
Point Blank Range
Close Range (up to 6")
Long Rng B Doctrine (up to 12")
Long Rng F Doctrine (up to 12")
Extreme Range (up to 24")
Dice Total
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26+
miss H H H 2H 2H 2H 2H 2H 3H 3H 3H 3H 4H 4H 4H 4H 5H 5H 5H 5H 5H 6H 7H
miss miss Tg Tg R H H or R H,Tg or R,Tg H,Tg or R,Tg H,R 2H,R 2H,R or 2R,Tg 2H,R or 3R 3H or H,2R 3H or H,2R 3H or H,2R 3H or H,2R 4H or 2H,2R 4H or 2H,2R 4H or 2H,2R 4H or 2H,2R 4H or 2H,3R 5H,R or 2H,3R 5H,2R or 3H,4R
miss miss miss miss miss miss Tg Tg Tg R H R,Tg H,Tg H,Tg H,2Tg H,2Tg H,R H,R 2H,Tg 2H,Tg 2H,Tg 2H,R 2H,R 3H,R
miss miss miss miss F F Tg Tg R R H R,Tg H,Tg R,Tg H,2Tg R,2Tg H,R H,R H,R,Tg H,R,Tg H,R,Tg H,2R H,2R 2H,2R
miss miss miss miss miss miss miss miss miss F F Tg Tg R R R R,Tg R,Tg R,Tg R,Tg R,Tg R,Tg H,Tg H,R
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26+
15 16 17 18
British or American firing with a natural dice total = 3 or 4 at any range: "Ready ammunition is depleted" French or Dutch firing with a natural dice total = 3, 4, or 5 at any range: "Ready ammunition is depleted" Spanish or Other firing with a natural dice total = 3, 4, 5, or 6 at any range: "Ready ammunition is depleted" A natural dice total of 15, 16, 17, or 18 results in a Critical Hit, based upon the range and doctrine. 3 dice critical 2 dice critical 1 die critical 1 die critical 1 die critical 3 dice critical 3 dice critical 2 dice critical 1 die critical 1 die critical 3 dice critical 3 dice critical 2 dice critical 2 dice critical 1 die critical 3 dice critical 3 dice critical 3 dice critical 3 dice critical 2 dice critical
15 16 17 18
H = Hull hit R = Rigging hit F = If French are firing treat as Tg Tg = Topgallant hit (regardless of Topgallant status: flying or furled); if last Topgallant was flying also treat as "Spars Fall!" critical (-3 to gunfire) If firing at Close range the firing ship should designate the shot as firing at either the Hull or the Rigging of the target ship before rolling dice. If two results are listed, when targeting the Hull read the left-hand entry and when targeting Rigging read the right-hand entry. British ships fire on the Long Range B Doctrine column. American ships can CHOOSE EITHER Doctrine when firing. All other nationalites fire on the Longe Range F Doctrine column.
2.0
Dice Total 1 2-3
4-5
6-7
Critical Hit Targeting Table Firing at Close or Point Blank Ranges Firing at Extreme Range or Long Range B Doctrine or Long Range F Doctrine No effect.
No effect.
Signal Lines Cut & Fallen Rigging! [c] Ship may not send signals; [c] -1 to gunfire rolls due to canvas & wreckage masking guns, except at anchor . Anchor Cables Cut! If at anchor, ship is now adrift. Ship may not anchor for remainder of game. Also, one additional Hull hit.
Signal Lines Cut & Fallen Rigging! [c] Ship may not send signals; [c] -1 to gunfire rolls due to canvas & wreckage masking guns, except at anchor. Fallen Rigging! [c] -1 to gunfire rolls due to canvas & wreckage masking guns, except at anchor.
Crew Disorganized [c] -1 to gunfire and boarding action rolls.
Crew Disorganized [c] -1 to gunfire and boarding action rolls.
Dice Total 1 2-3
4-5
6
8
Ship Fails to Answer the Helm! Fallen Rigging! o Permanent effect: Ship no longer has any free 45 course [c] -1 to gunfire rolls due to canvas & wreckage masking guns, except at anchor. changes; must pay 1 MP to turn..
9
Crew Wavering [c] -2 to gunfire and boarding action rolls.
Ship Veers to Weather! o Ship immediately turns 90 to weather and may go into "Irons", except at anchor. May also be the result in a collision.
8
10
Mast Falls! Ship may no longer repair "grey" rigging. Second occurrence = ship dismasted. [c] -4 to gunfire rolls due to canvas & wreckage masking guns, except at anchor.
Jib Boom & Staysails Carried Away! [c] -2 to gunfire rolls due to canvas & wreckage masking guns, except at anchor.
9
11
12
13
14
15
16+
Command Casualties If Admiral's Flagship, count as Inferior admiral for remainder of battle unless scenario specifies replacement; Shrouds & Braces Split! [c] any ship suffers -1 to gunfire and boarding action rolls. [c] -2 to gunfire rolls due to canvas & wreckage masking guns, except at anchor . [c] -1 Rigging box if not repaired Flagship will suffer both effects. during Step 7. Permanent effect: If the ship ever loses last Ship Holed Between Wind & Water (Waterline) Rigging box treat her as dismasted. [c] -1 Hull box if not repaired during Step 7; -1 to gunfire rolls as some crewmembers are manning the pumps. Mast Falls! Ship may no longer repair "grey" rigging. Second occurrence = ship dismasted. [c] -4 to gunfire rolls due to canvas & wreckage masking guns, except at anchor.
7
10
Spars Fall! [c] -3 to gunfire rolls due to canvas & wreckage masking guns. Also, one additional Rigging hit this turn.
11
Fire! Ship may not fire guns or tack. [c] (beginning this turn) -1 Hull box, -1 Rigging box. Remove Men In Rigging or Yards Fall! Longboats marker. Fire spreads on a CQ die roll of 6. [c] -4 to gunfire rolls due to canvas & wreckage masking guns, except at anchor . Also, two additional Rigging hits Explosion! (roll 2d6 for immediate effects) this turn. Immediately mark off 1d6 (highest) Hull boxes, 1d6 (lowest) Rigging boxes; [c] (beginning this turn) treat as Fire! All ships within 4" mark -2 Rigging boxes.
12+
Crew Demoralized Reduce crew quality level by one grade; if crew quality drops below Poor the ship will immediately "Strike".
[c] indicates a continuing critical effect which may be ended with a successful roll during Step 7. Ships may not attempt to end a [c] critical if they have Men In Rigging or Longboats . Ships that did not fire this turn may roll two dice to remove any single [c] critical. (Exception: Fire! ) If description of Critical hit is followed by an exclamation mark ( ! ) it must be announced to the enemy.
2.0
Ship A is automatically in the line of battle having been designated the fleet leader. Ship F is the flagship. All ships except K are in command. Although over 9” from the flagship, ship G is within 6” of ship E who is in command. Ships H, I, and J are in command (I is within 9” of the flagship). Ship B is out of line as her bow is not pointing at a friendly ship within 6”. Ship I is also out of line, but J is considered to be in a valid line of battle, although it is not the main line of battle. Although ship H has her bow pointed at ship I, she is out of line because both ships do not share a course that is within 90o of the other. Ship D is in the line of battle because her course is within 90o of C’s course. Ship K is out of the line of battle and out of command, but the penalties are not cumulative.
All ships in the Red and Yellow fleets are in command. Ship B is the Red flagship. Ship Y is the Yellow flagship. Since the wind would pass ship B before ship Y, the Red fleet has the weather gauge. If ship X were the Yellow flagship, neither fleet would be able to claim the weather gauge (the wind would still pass ship B first, but she is not 3” or more upwind from ship X).
Both fleets have competent admirals (flagships B and Y). The Red fleet rolls two dice for the admiral, plus one die for the majority of its ships being in command, and one more die for holding the weather gauge. The total on those dice is 18. The Yellow fleet has one ship out of command (ship Z) and one ship that has struck (ship X has surrendered). The Yellow admiral rolls two dice for being competent. He has no bonus dice. Since he has one ship struck and one ship out of command the Yellow admiral must subtract two from his dice total. The Red admiral may now issue General Chase/Close Action since the net result of the Yellow admiral’s dice roll was zero. Both fleets may now ignore line of battle and out of command penalties. Ships from the Red fleet may now foul (move into the same octagon) Yellow ships. Ships Y and Z will have a -2 penalty to gunfire (the penalty for losing this roll). If the Yellow admiral had rolled a modified number greater than zero, the Red admiral would have the initiative, but would not be able to issue General Chase/Close Action.
For this example we have highlighted ship A’s field of fire in light grey. A can fire at X, but does not have a shot at Y as the center point of Y’s octagon is not in A’s field of fire. B can fire at either Y or Z. Ship C does not have a shot. The only Yellow ship that can fire is Z, whose guns only bear on A.
Ship A is activated for movement and makes a 45o turn to port (her original course is outlined in black). As she does, ships X, Y, and Z fall within her field of fire. She may fire on any of them. Prior to turning, ship A could only fire on X. When ship A activates, ship Z may exercise opportunity fire. In this manner ship Z could actually fire on ship A before the red ship’s guns could be brought to bear on ship Z. If A decided to fire on X before turning, and Z decided to fire on A as she activated for movement, the gunfire would be considered to happen simultaneously.
Ship X plans to move forward (location 1), execute a turn to starboard (also in location 1), and continue two additional octagons (locations 2 & 3). As X moves ship D can opportunity fire on her in location 1 (either before or after she turns). As X enters location 2, ship C may fire on her. As X continues to location 3, B has a shot on her. Ship A will not have a shot. While moving, ship X can also fire. She could fire on D after her turn to starboard, and on C or B as her guns bear on them. The fire on either C or B would be considered a gunduel as the broadsides would bear on each other simultaneously. D however, would be able to fire on X before she turned.
Winds are Light to Steady. Ship A begins Broad Reaching with topgallants flying. She has four available movement points. She moves forward to space 1 (one movement point), turns to port (free), and proceeds to space 2 and 3. She has spent three total movement points, and has spent two of them while Beam Reaching. Although she has one movement point remaining, she may not move to space X as she has already spent the maximum number of movement points allowed while Beam Reaching. With her one remaining movement point she is also prohibited from turning in space 3. This would require an expenditure of one movement point (free turns are the first turns used by a ship), once again spending more movement points than allowed while Beam Reaching. These restrictions also hold true in other wind orientations or weather conditions.
For a clearer understanding of ship maneuver be sure to reference this example in conjunction with the appropriate Sailing Chart and Weather Log. Note: Due to nature of how the ship is rigged, sloops will sail differently squared riggers.
Example #8
The HMS Horizon will have one bonus movement point when beginning the turn Beam Reaching, Running, or Broad Reaching. She will not have the bonus when beginning the turn Close Hauled.
The HMS Agincourt will have one bonus movement point when beginning the turn Beam Reaching, Running, or Broad Reaching and she has her topgallants flying. She will not have the bonus when beginning the turn Close Hauled with our without topgallants. If the Horizon had her topgallants flying she would have two bonus movement points in all starting wind attitudes except Close Hauled.
Ships A (Beam Reaching) and D (Broad Reaching) are Falling Off (sliding up to 50% of the ship’s frontage downwind). This costs no additional movement points. Ships B (Broad Reaching) and C (Beam Reaching) are Heading Up (sliding up to 50% of the ship’s frontage upwind). This will cost them only one additional movement point, even though they are Heading Up two octagons. If C only has two movement points, she cannot move into octagon X. It is possible to both Head Up and Fall Off (and vice versa) in the same movement impulse. This maneuver would still cost an additional movement point. Ships that are Running dead downwind may Fall Off to either side at no additional cost. Ships that are Close Hauled may not Head Up. The may Fall Off.
Ship A begins the turn Broad Reaching with three movement points. Her intended move would have her overlap ship B. Since ship A has sufficient movement to pay for Heading Up (+1 movement point) she may adjust her movement to avoid the overlap.
Ship A completes a 45o turn to port. If this is the ship’s first course change during the phase, it costs no movement points. Ship B completes a 90o turn to port. If this is an SOL’s first course change during the phase, it costs one movement point (the first turn is free, the second turn costs one movement point). As frigates and sloops have two free turns per movement phase, they would be able to complete a 90o turn at no cost.
Both ships A and B fired their broadsides last turn. As A moves forward 3” (the diameter of one octagon) she removes the Lingering Smoke marker. Since ship B did not move forward at least 3”, the Lingering Smoke marker moves with her.
Ship A begins the turn by opportunity firing at an enemy ship. Later that turn she moves forward three octagons. Since she fired her broadsides this turn, the Broadsides marker (cotton) is taken with the ship. At the beginning of the next turn the Broadsides marker is removed and a Lingering Smoke marker takes its place. A rule to remember is that Broadsides markers move with ships while Lingering Smoke does not.
A ship that successfully Tacks turns 90o through the “eye” of the wind. If the ship fails the tack she is turned 45o and points directly into the wind.
A 2nd Rate ship is dismasted. She has previously deployed Longboats and has previously accumulated six Longboat Points. The weather is currently Light to Steady. Consulting the Weather Log we see that the ship needs eight accumulated longboat points to move forward, and can turn in place with only four points. The ship has a Veteran crew. When activated she wishes to move forward and rolls two dice for a Crew Quality Check (she cannot fire with Longboats deployed, so gets to roll two dice). She rolls a 1 – 3 and chooses to use the three to resolve the Check. As she now has nine accumulated longboat points she can move forward one octagon by spending eight of the points. She must keep the Longboats marker on the ship until activated for movement next turn. She also retains the remaining longboat point.
Ship A lacks sufficient movement points to overlap ship B’s octagon by more than 50%. Ship A may not collide. Ship C has sufficient movement points to enter ship D’s octagon. Ship C passes a Crew Quality Check and lays alongside the enemy vessel. If ship C had failed the check, both ships would take damage and the final positioning of the ships within the octagon would be decided by the relative size of each vessel (unless a Ship Veers to Weather! critical effect had been rolled).
During the next movement phase ship D decides to unfoul, hoping to move away from ship C. Ship D has a Poor crew and so decides to not fire her guns this turn allowing her to roll two dice as most of the crew attempt to unfoul the locked vessels. Her Crew Quality Check is successful (rolling a one on at least one of the dice). With a Veteran crew, ship C pours in a Point Blank broadside as ship D activates, confident she can pass her own check with only one die. Ship C hopes to keep both ships locked in Point Blank range. In the attempt to keep the two ships fouled, ship C fails the Crew Quality Check with a roll of five. Ship D, now free to move away, turns and moves forward two octagons. During her own movement phase, ship C may attempt to again lay alongside the enemy vessel. Attempts to unfoul (or to avoid unfouling) do not keep these ships from attempting other Crew Quality Checks during Step 7. This is essentially a free Crew Quality Check although it is modified by the gunfire status of the ship.
There is not sufficient distance between ships B and C for ship A to get her frontage through the gap. Ship D does have sufficient space to move through the gap between ships E and F. In order to successfully pass the gap, ship D will have to Head Up (shifting upwind will cost an additional movement point). If she has four movement points she will be able to sail to the octagon labeled 3 and then will move to 4 to avoid the overlap of F. If she has only three movement points or less she will not be able to pass the gap. Note: While sailing through the gap she will be able to fire one of her broadsides and either stern rake ship E or bow rake ship F.
The HMS Agincourt has suffered two topgallant hits, one rigging hit, and three hull hits. She has fired her initial starboard broadside. She will add +2 to her next broadside(for her highest remaining hull factor), and will also add a bonus of +1 if it is her initial port broadside in Close or Point Blank range, or is a bow rake at Close Range. If she fires a stern rake at Close Range she will receive a double bonus of +2. The bonuses are cumulative, so an initial port broadside stern rake at Close range would have a bonus of +3 for a total of +5 for the shot (+2 Hull, +1 initial broadside, and +2 stern rake). Note: Gunfire at Long or Extreme Range get no bonuses yet still use up the initial broadside.
Ship A’s field of fire is highlighted in light grey. Ship B’s field of fire is highlighted in dark grey. Where the fields overlap is in medium grey. Both ships are within 6” (Close range) of C when measured from center of octagon to center of octagon. The imaginary line defined by C’s fore mast (bow) and mizzen mast (stern) is represented by a red line in this example. C can be stern raked by A as this red line falls within A’s field of fire and she is on a course 90o from the course of the target. B cannot rake C.
Although the red line falls within ship A’s field of fire, she only has a standard shot on B. After the 45o course change to starboard A now has a stern rake on B.
When British ships are firing at Long range they use the column circled in red. Most other nationalities use the Long Range F Doctrine column (except American ships which may choose which Long Range column to use before rolling the dice when firing broadsides). If at Close Range and targeting the enemy’s hull with a net result of 10, you would apply the damage circled in green: H,Tg (one Hull hit, one Topgallant hit). If at Close Range and targeting the enemy’s rigging with a net result of 14, you would apply the damage circled in blue: 2R, Tg (two Rigging hits, one Topgallant hit).
As ship Z moves she enters the dark grey fields of fire for ships D, C, and B (in that order). Each of these ships may opportunity fire on the advancing yellow ship. The center of ship Z’s octagon never enters A’s field of fire (light grey). She may not fire her broadside at Z. Regardless of rigging damage done to Z by ships D and C, she will end her movement in B’s field of fire.
Using the same movement by ship Z this is the opposite of Example #17A. In this case ship Z (field of fire shown in grey) can fire at either D, C, or B. Note how Z’s field of fire sweeps around after moving forward one octagon and turning to starboard. (Although the example shows three clumps of smoke where there are options to fire, Z may only fire once during her movement.) By combining examples 17A and 18, you can see the dynamic nature cannon fire in Fire As She Bears! (hence the game’s title). While moving, some ships will have their broadsides bearing on each other at the same time (gunduels). For example: If Z waits to fire until C is in her field of fire (who also wishes to opportunity fire on Z) the gunfire would happen simultaneously.
For the purposes of the examples on this page we have superimposed a red or yellow circle on top of the ship diagrams to indicate the exact center of the octagon. Regardless of the location of the ship model on the octagon, the center of the octagon is used to determine line of sight. The actual line of sight is traced in blue. Ship Y can fire on A as gunfire is not blocked by the enemy sloop (S). However, ship A cannot fire through friendly ship S (regardless of size) in order to hit Y. Ship B can fire at Z because she is not firing through the majority of Y’s octagon. The reverse is not true. Z may not fire at B as gunfire may not be traced through any portion, no matter how small, of an octagon occupied by a friendly ship. Note: If S were an SOL, Y would not be able to fire at A as the fire would pass through two opposite sides of an enemy’s octagon. It may be easier to visualize friendly ships blocking fields of fire by looking at ships C and D in the insert. C’s modified field of fire is highlighted in grey.
Ships B and Y can blaze away at each other. Ship Z can fire at B. But since A is closer to B than she is to Y, she cannot fire at Y.
It has been a hard fought battle between the French and British fleets. The British have achieved the upper hand and have issued General Chase/Close action. The HMS Trident has entered the octagon occupied by the French ship Guerrier and has declared “Boarders Away!” The Guerrier has been stricken by two critical hits; Mast Falls! and Command Casualties. Captain Durell of the Trident is aware of the downed mast, but has no idea that Captain de La Brosse lies mortally wounded. The British ship rolls two dice adding her Veteran crew quality of +3, but getting no bonus for her partially damaged hull. With a roll of 9 her net result is a total of 12. The Guerrier rolls two dice adding her Average crew quality of +2, but must subtract 3 for her severely damaged hull (and associated loss of men), and an additional -1 for the loss of her captain (the 1st Lieutenant failed to take command – i.e. did not fix the Command Casualties critical effect with a successful Crew Quality Check last turn). The Guerrier does get the French boarding action bonus of +1. With a roll of 5 her net result is a total of 4. Since the Trident’s total doubles the French total, Guerrier strikes (remove from the tabletop) and is now a British prize. If the dice rolls had been reversed both the British and the French would have had a net result of 8. In that case each ship would mark off one hull box representing the men lost in the melee.
The wind has just increased to Light Squalls from Heavy Gusts. Ships will roll for scatter beginning with the leeward (downwind) ship. Ships will roll in the following order: Z, Y, D, X, W, C, B, and A. This is important as a ship may not scatter into an octagon occupied by another ship.
Ship Y offsets slightly to avoid overlapping ship Z. Ships W, C, B, and A still need to roll.
As ship W scatters next, then ship C must offset slightly to avoid overlapping W. B scatters to D’s former position. A scatters to W’s former position, but since leeward (downwind) ships scatter first there is no overlap that needs to be accounted for. Both fleets are in disarray and will take a turn or two to get back into a line of battle.
(Markers are placed next to the Ship Record Sheets for illustration purposes only. While playing, markers should actually be placed on the tabletop next to the ship model.)
Both Orphee and Ramilles placed Men In Rigging during Step 4 of this turn. During Step 7 both will be able to attempt to repair rigging sections. Only rigging sections crossed off in blue may be repaired. Topgallants may never be repaired. When Orphee suffered the Mast Falls! critical, she had to cross off all of her topgallants and all of the grey rigging sections. These may not be repaired during the scenario. Although Orphee has lost all of her white rigging sections as well, she is disabled not dismasted. Until dismasted, she can continue to repair the rigging sections crossed off in blue. Since Ramilles has previously suffered a Shrouds and Braces Split! critical she continues to lose one rigging section per turn until the critical is resolved. Even if the immediate danger is repaired, as a permanent effect she is still in danger of being dismasted if she ever loses her last rigging section (circled in green). Even though Orphee is at anchor (with sails furled) she still takes rigging damage. During Step 7 each ship will roll two dice since they did not, and cannot fire broadsides with Men In Rigging. Both of the dice rolled by Orphee are greater that her crew rating of 2, so no rigging repair is possible. Both of the dice rolled by Ramilles are equal to or less than her crew rating of 3. Even so, she may only repair a maximum of one rigging section per turn. Since Ramilles has Men In Rigging she is also going to fly her topgallants. This will offset the -1 penalty with a +1 topgallant bonus. However, her firepower will be modified by -2 for flying topgallants.
Princess Louisa and Fier are engaged at Close Range. Princess Louisa fired her starboard broadside this turn, but Fier did not fire. Neither ship has Men In Rigging or Longboats. During Step 7 Princess Louisa rolls one die in an attempt to fix the critical that is affecting her gunfire. (She cannot repair Ship Fails to Answer the Helm! as this is a permanent effect.) With a roll of 6 she is unable to remove the -3 penalty to her broadsides. Also during Step 7 Fier is able to roll two dice to remedy her critical effects (since she did not fire). Although both dice are within her crew quality of two, she may only remove one of the criticals. She removes Crew Wavering as this has the most detrimental effect to the ship.
The Sage is an anchor and has taken previous damage from another British ship that has now moved on. Sage has only been able to mark off one clear for action box, so will fire her broadside with a -2 penalty. Portland advances on the anchored ship and receives a critical hit from Sage. (Sage may not take her initial broadside bonus as she has not cleared for action.) The roll on the Critical Hit Targeting Table is Explosion! Portland immediately rolls two dice and loses six hull and four rigging sections from the blast and is now on Fire! During Step 7 Sage rolls to clear for action, but since she fired this turn may only roll one die. She fails to clear and will still have a -2 penalty to gunfire next turn. Portland is in serious trouble. Even though she did not fire her guns she may only roll one die during Step 7. Since the result is a six, the fire spreads (taking the damage shown in blue above). Portland now has two fires raging on board.
In a Close Hauled sailing the ship slides (Falls Off) 100% of her frontage. Her orientation to the wind remains the same.
Hoist Signals Aloft!
“Hoist Signals Aloft!” is a system for adding unpredictability and limited communication to naval wargames set during the age of sail. Although designed for “Fire As She Bears!”, HSA can be used for any multi-player age of sail rule system. Included in this 7 page pdf: Page 1 – this page Page 2 – outside cover of the “Admiralty Code Book” with instructions for use Page 3 – inside of the “Admiralty Code Book” Page 4 – Color flag counters (print on card stock and cut out for use in the game) Page 5 – Labeled color flag counters for those with trouble distinguishing colors Page 6 – Half sized color flag counters Page 7 – Labeled half sized color flag counters Note: Since Lime and Purple do not always print out correctly, a vertical stripe has been added to differentiate these two “flags” from similar colors. Print pages 2 and 3 back-to-back (in landscape format) in order to create the “code book” that each player will use during the game. Each player on the same side should fill out the book so that they have the same code numbers.
Instructions for use: Be sure to print several copies of this booklet prior to playing the game. Each pdf comes with printable pages of flag counters in 10 colors. Print out the counters on card stock, cut them out, and divide equally between both fleets. Each counter (or set of two counters) represents a signal flag – the “words” used to communicate from one ship to another. If you use a rule system other than “Fire As She Bears!” you will need to modify these signaling instructions to fit your game. Feel free to change the messages within this booklet as long as all players agree. Prior to starting the game each admiral should complete his Code Book assigning a numerical code to each hoist. Each color counter, or set of two counters, represents one flag. A reference such as “White+Other” means that the second counter in the signal can be any color except white. If using “Fire As She Bears!” (www.fire-as-she-bears.com) as your gaming system, a Superior admiral is allowed to hoist five flags per turn (ie Black+Black would count as one flag). Competent admirals hoist four flags and Inferior admirals hoist three flags. The admiral with the “initiative” may hoist three additional flags. Note: During Fog admirals may only hoist one flag (regardless of initiative), and at night only three flags (also regardless of initiative). This simulates communicating by lanterns and/or signal guns. Signal #6 allows the admiral to write out a unique signal (up to ten words) when needed, but only once per game. At the Battle of Trafalgar (21 October 1805) Admiral Horatio Nelson sent the famous signal, “England expects every man will do his duty.” Counters set next to the flagship’s bow are signals meant for the van (leading squadron) only. Counters set next to the flagship’s stern are signals meant for the rear squadron only. Counters set next to the flagship’s main mast (amidships) are signals meant for the whole fleet. The admiral may set counters next to any individual ship. This simulates a signal being sent from the flagship to one specific ship. Individual ships may respond to the admiral with either signal #30 (which reads “Cannot Comply – Ship in Distress”) or any other counter which is interpreted as “Signal Received” regardless of the actual code. When the admiral sends signal #30 to an individual ship, it reads “Prepare to Receive the Admiral’s Barge” (i.e. the Admiral is leaving his current ship and transferring to the new ship). Signals that are preceded or concluded with “ … ” are meant to be part of a longer signal (i.e. flags for 7+10+14 would read “Form Line Ahead & Make Course Beam Reaching by the Starboard Tack”). Compass directions may be combined (i.e. flags for 8+1+3 would read “Form Line Abreast & Make Course Northeast”). Set hoists of the same color slightly apart to avoid confusion. If using “Fire As She Bears!” as your game system, the signal “Lead the Fleet” may only be issued to a ship that is “in command”. The signal “General Chase/Close Action” also has restrictions in “Fire As She Bears! – 2nd Edition”. The middle of this booklet contains diagrams of formations and definitions of nautical terms for those who are new to the Age of Sail. 2.02
Admiralty CODE BOOK
“Hoist Signals Aloft!” A signaling system for “Fire As She Bears!” And other Age of Sail games
Be sure to print extra copies of this booklet prior to use. Design and Development by the Holland Old Guard. 8 2003, 2004, Phil C. Fry, Starboard Tack Press www.starboardtackpress.com or www.fire-as-she-bears.com
Hoist Signals Aloft! Flag Hoist Equals Signal # Black ( ___ ) Black+Black ( ___ ) Black+Other ( ___ ) Blue ( ___ ) Blue+Blue ( ___ ) Blue+Other ( ___ ) Brown ( ___ ) Brown+Brown ( ___ ) Brown+Other ( ___ ) Green ( ___ ) Green+Green ( ___ ) Green+Other ( ___ ) Lime ( ___ ) Lime+Lime ( ___ ) Lime+Other ( ___ ) Orange ( ___ ) Orange+Orange ( ___ ) Orange+Other ( ___ ) Purple ( ___ ) Purple+Purple ( ___ ) Purple+Other ( ___ ) Red ( ___ ) Red+Red ( ___ ) Red+Other ( ___ ) White ( ___ ) White+White ( ___ ) White+Other ( ___ ) Yellow ( ___ ) Yellow+Yellow ( ___ ) Yellow+Other ( ___ )
Code # 1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) 12) 13) 14) 15) 16) 17) 18) 19) 20) 21) 22) 23) 24) 25) 26) 27) 28) 29) 30a) 30b)
Line Ahead Line Abreast
Superior Admiral = 5 flags Competent Admiral = 4 flags Inferior Admiral = 3 flags With the Initiative + 3 flags
North South "Form on the Admiral's Wake or Grain" = East Match admiral's course and Line of Bearing either ahead of (grain) or behind (wake) the flagship West Make All Sail Possible with Safety to the Masts (fly Topgallants and/or speed up; essentially to make all speed possible) ________ ________ ________ ________ ________ ________ ________ ________ ________ ________ Form / Resume Line Ahead & Make Course… …Close Hauled… …Beam Reaching… Form / Resume Line Abreast & Make Course… …Close Hauled… Signal sent to the Van …by the Larboard (port) Tack …by the Starboard Tack …Beam Reaching… …Broad Reaching… Signal sent …Broad Reaching… …Running to the Fleet …Running …by the Larboard (port) Tack …by the Starboard Tack Tack the Fleet / Squadron / Ship… Wear the Fleet / Squadron / Ship… …Together Signal sent to the Rear …In Succession Form on the Admiral's Wake or Grain Return to Line of Battle; or, Close the Interval Lead the Fleet (see FASB 2nd Ed. rules for use)
…by the Larboard (port) Tack "Tack the Fleet / Squadron / Ship…" means to change the course of each Close Hauled ship by 90o by turning directly into and through the wind (ie tacking) Note: "by the … tack" has a different meaning than "tacking" "Larboard Tack" = wind will be coming from the left side of the ship "Starboard Tack" = wind will be coming from the right side of the ship
"Wear the Fleet/Sq./Ship…" means to change the course of each ship by 180o by turning away from the wind (ie initially turning downwind) Hold Fire if Outside Effective Range "…Together" means that each ship executes the order at the same time Engage the Enemy More Closely Engage the Enemy Van (their lead squadron) "…In Succession" means that each ship in the line executes the order at the spot where the leading ship first executed the order Engage the Enemy Rear Shorten Sail (furl Topgallants and/or slow down) Note: The Admiral's Previous General Chase / Close Action! (restrictions on use - see FASB 2nd Ed. rules) Orders Are Considered To Be In Effect Until He Hoists Signals That Withdraw From the Line of Battle (normally sent to an individual ship) Conflict With or Modify His Earlier Withdraw to the… (normally used when disengaging the entire fleet from battle) Instructions. Ship in Distress - Cannot Comply (signal sent by an individual ship)
Prepare to Receive the Admiral's Barge (signal sent by the flagship to another individual ship) Copyright 2003, 2004, Phil C. Fry. (Should you wish to use colored blocks rather than counters, they are available from www.highhopes.com/safe-t33.html)