Friday, March 22, 2019

Damage to Ship Hull and Rigging

Ship strength is an expression of its hull points and rigging points, as described under ship types.  These points are illustrated as a series of squares, which are then crossed off as damage is caused to the ship.

Total hull points are divided into “exterior” (EH) and “unprotected” (UH) hulls, in a ratio of 2:1.  The caravel, for example, has a total of 30 hull points.  Two thirds of these, a total of 20, are assigned to the exterior hull.  The remaining 10 are assigned to the endangered hull.  Where a fraction occurs, always assign the extra hull point to the exterior hull.

Rigging points are divided into blocks of 4 squares, with the remainder making up a block of 1 to 3 squares.  Each block is a mast.  These should be labeled, in order of presence, the main-mast, mizzen-mast, or fore mast; if there is a fourth mast, this is the jigger mast. 

A caravel has 8 rigging points, which are divided into two masts, the main-mast and the mizzen-mast.

The layout of squares for a caravel would appear as shown in the image, with four blocks of squares, two representing the hull and two representing the mast.

Caravel total strength points in hull (30 pts) and rigging (8 pts).

Assigning Damage

All hull damage is assigned to the EH, or exterior hull, until that part of the hull is completely destroyed.  Thereafter, further damage is recorded against the UH, or unprotected hull.  When the EH is gone, the ship’s condition in the water has begun to sag; the ship’s yare is reduced by one degree (from A to B, from B to C, and so on). 

When the UH is gone, the ship is considered in such danger of sinking that it cannot be sailed or the weapons fired.   All crew and persons aboard are considered to be acting to keep the ship afloat.  If these persons are removed, the ship will sink completely in 5 to 100 rounds, a number that is divided by the wind speed and may be calculated in seconds.

When a hit succeeds against the rigging within a ship’s hex, the mast nearest that hex is affected (therefore, all the ship’s hexes in a ship’s design should be designated to a particular mast).  When a mast is completely destroyed, the ship’s yare is reduced by one degree.  This happens each time a mast is destroyed.  The ship’s yare cannot be reduced below a yare of E.  When all rigging is destroyed, the ship can take no actions except to drift.
Shows 1½ damage

When assigning half a point of damage to either the rigging or the hull, draw a single line through a box, as shown.  When assigning a full damage to a hull box, draw a cross inside the box to show that strength point is completely destroyed.

See Naval Combat

3 comments:

  1. Tell me if this is right; you can target either the hull or the rigging, and there is no damage roll. The damage is determined by the to hit chart and you cause 1/2, 1, or 1 1/2 damage to either the hull or rigging or split between both depending on where you are aiming and your roll.

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  2. Correct, except that whether you fire at the rigging or the hull (a table for each), there are FOUR actual targets that can be hit: the hull, the rigging, the crew and the hardpoints, or ship's weapons.

    If you want to gain the ship, you don't shoot at the rigging. You shoot at the hull and hope to knock off the weapons and crew (which, if enough are killed, can also slow down the ship). If you want to plunder and abandon the ship, you shoot at the rigging.

    But there is always a chance of hitting the lower rigging while aiming at the hull, or hitting the hull while aiming at the rigging.

    My next headache in the rules is "crew quality." I'm steadily working at it, but been letting things percolate there.

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  3. Ok, everything's starting to make sense. I like where you are going with these rules.

    ReplyDelete