HIGH SEAS COMBAT
FOR 7th SEA
Being in the Main a Game of the Life and Times of Gentlemen and Ladies of Fortune and their Companions
(A set of 7th Sea House Rules by Jeff Qualkenbush)
BEING AN IMPROVED SET OF 7TH SEA NAVAL COMBAT RULES
As with the original set of rules, the following modified 7th Sea Naval Battle and ship construction rules are not quite realistic, but I feel are better and more dramatic than the rules in the GM’s Book and the Pirate Nations Book. I developed these rules from combining High Seas (an old Fantasy Games Unlimited supplement for their Flashing Blades game) along with some of my own deviltry. So without further delay, have at thee.
I. Of ship construction
Normally, 7th Sea characters will sign onto ships, and eventually command them by promotion (or election) to Captain. Extraordinarily rich characters, however, may purchase ships and outfit them. If qualified (having the Captain Skill), ship owners may appoint themselves as Captains. Otherwise, Captains must be hired. Ships owned by player characters will generally be Merchantmen, Privateers, or if the players are inclined, Pirates.
Starting player character heroes may spend up to 20 of their hero points to start the game with a ship. For each hero point spent the character receives 600 Guilders to spend building and outfitting their ship. If the players wish, and with Game Master approval, they may pool their resources to construct a ship, thus becoming joint owners. If desired, the characters may also add any starting funds that they have towards the ship.
The first step in constructing a ship is choosing the basic hull-type. For convenience, the ships have sorted into five basic categories. Each category has its own ratings for each of the six ship attributes, which are:
Hull Points: This represents the damage capacity of the ship’s hull.
Rigging Points: This represents the damage capacity of the ship’s sails and rigging.
Speed: This represents the ship’s speed in combat situations.
Handling: This represents the ship’s basic maneuverability.
Size: This represents the ship’s basic size as compared to other ships.
Cargo: This represents the cargo, in tons, that the ship can
hold.
Additionally, each description will list the maximum crew that the ship will carry (Not including player characters), the minimum sail crew that is required, and the maximum number of guns that the ship will hold. The five basic ship categories, and their various attributes are listed below:
(1) THE CORSAIR is a small, highly maneuverable type of ship, that is favored by smugglers and pirates. Some ship types which fall into this category are sloops, small brigantines, and schooners. Corsairs are characterized by shallow drafts, length to beam ratios of about 6:1, and relatively small cargo tonnages. Corsairs normally have the following attributes:
Hull Points: 25
Rigging Points: 15
Speed: 4
Handling: 4
Size: 1
Cargo (Tons): 10
A well-armed Corsair may carry up to eight long guns (cannon) on each side, two more as chasers (on the bow), and two as stern guns (Total possible armament of 20 guns). A fully armed Corsair requires a gunnery crew of 60, plus ten gunner’s mates, and two gunners. In an emergency, a Corsair must have sail crew of at least six men. A Corsair cannot hold more than 100 men.
(2) THE SMALL WARSHIP is a sleek, naval ship, designed to carry many guns without sacrificing maneuverability. Typical ships in this category include sloops-of-war, frigates, and small capital ships. Small Warships have fairly shallow drafts (except for frigates), and length to beam ratios of about 5:1. Small Warships normally have the following attributes:
Hull Points: 35
Rigging Points: 20
Speed: 3
Handling: 3
Size: 2
Cargo (Tons): 16
A fully armed Small Warship may carry up to 16 long guns (cannon) on each side, two more as chasers (on the bow), and four as stern guns (Total possible armament of 38 guns). A fully armed Small Warship requires a gunnery crew of 114, plus 19 gunner’s mates, and two gunners. In an emergency, a Small Warship must have sail crew of at least ten men. A Small Warship will not carry a crew of more than 160 men.
(3) THE MERCHANTMAN is a large, sturdily built ship, designed to carry large commercial cargos. Ships in this category include large brigantines and medium capital ships. Merchantmen have deep drafts, and length to beam ratios of about 4:1. Merchantmen normally have the following attributes:
Hull Points: 40
Rigging Points: 25
Speed: 3
Handling: 2
Size: 3
Cargo (Tons): 24
A heavily armed Merchantman may carry up to 12 long guns (cannon) on each side, two more as chasers (on the bow), and four as stern guns (Total possible armament of 30 guns). A fully armed Merchantman requires a gunnery crew of 90, plus 15 gunner’s mates, and two gunners. In an emergency, a Merchantman must have sail crew of at least 12 men. A Merchantman will not carry a crew of more than 160 men.
(4) THE LARGE WARSHIP is a big, bulky type ship, designed to carry heavy batteries of guns. Ships which fall into this category are large capital ships and ships-of-the-line. Large Warships are almost always owned by a nation’s navy, and are used primarily in continental sea battles. They will rarely be seen in colonial waters, except when bringing cargos of payment for garrisoned troops. Large Warships are characterized by deep drafts, and length to beam ratios of about 4:1. Large Warships normally have the following attributes:
Hull Points: 45
Rigging Points: 25
Speed: 2
Handling: 2
Size: 4
Cargo (Tons): 20
A fully armed Large Warship will have twenty long guns (cannon) on each side, two more as chasers (on the bow), and six as stern guns (Total possible armament of 48 guns). A fully armed Large Warship requires a gunnery crew of 144, plus 24 gunner’s mates, and four gunners. In an emergency, a Large Warship must have sail crew of at least 12 men. A Large Warship will carry a maximum crew of 200.
(5) THE GALLEON is a huge, slow, hulk of a ship, bristling with guns. This type of ship is favored by the Castillians, and is their “Treasure Ship”. Galleons have deep drafts and length to beam ratios of about 3:1. Galleons normally have the following attributes:
Hull Points: 50
Rigging Points: 30
Speed: 1
Handling: 1
Size: 4
Cargo (Tons): 32
A fully armed Galleon will have 24 long guns (cannon) on each side, four more as chasers (on the bow), and six as stern guns (Total possible armament of 58 guns). A fully armed Galleon requires a gunnery crew of 174, plus 29 gunner’s mates, and four gunners. In an emergency, a Galleon must have sail crew of at least 16 men. A Galleon can carry no more than 250 crew.
Ships may be constructed in any major port. Basic costs (in Guilders) and construction times are listed below by ship type. If the ship is being constructed in a colonial port, add one month to the construction time.
SHIP TYPE COST CONSTRUCTION TIME
Corsair 4,000 2 Months
Small Warship 8,000 3 Months
Merchantman 10,000 4 Months
Large Warship 12,000 4 Months
Galleon 16,000 6 Months
In addition to the basic costs of ship construction, other expenses must be paid to fully outfit a vessel, as detailed below:
1. WEAPONARY: A ship’s weaponry is made up of “Long Guns” (Cannon which fire 12 to 16 pound shot). Long guns cost 400 Guilders each, and require three-person gunnery crews. Pont or Swivel Guns can also be mounted on a ship’s deck at a cost of 120 Guilders each. Pont guns are used to repel boarders, and do not count towards the maximum number of cannons. However, there is only enough room for one Pont gun per ships’ size point on each side (e.g. a Merchantman, Size 3, could have no more than three Pont guns on each side).
A ship’s armament also includes its supply of shot and powder. Shot and powder must be stored in the ship’s magazine (part of the cargo hold tonnage) and costs 400 Guilders per ton. To determine how much shot and powder is used for an engagement, multiply the number of guns fired (not including Pont guns) by the number of times they are fired, and divide this by 120. This will provide the number of tons used (e.g. a fully armed Merchantman that fires eight broadsides would use up [12 x 8] / 120, or .8 ton of shot and powder). As stated earlier, each ton of shot and powder takes up one ton of cargo space.
If a ship’s magazine is set on fire in any way, the shot and powder will explode doing 2K2 points of damage to the hull per ton of powder.
2. CREW: A ship’s crew may be recruited at a rate of 1K1+2 men/women per week in a friendly port. If “Press Gangs” are sent out (a common practice used by various navies), an additional 1K1+2 crewmen may be shang-haied each week. The Game Master may also require the player(s) to make appropriate interaction rolls to attract crewmen. New sailors coming aboard a ship must be supplied with basic gear, at a cost of 16 Guilders per person. Aboard naval ships and Merchantmen, sailors must be paid normal wages (See Player’s Book). Specially skilled non-player characters, such as a Ship’s Carpenter or Physician may also be hired (See Player’s Book for wages).
Each crew member, aboard any kind of ship, requires 4 Guilders worth of food each month, and one ton of cargo space must be set aside for the crew’s food supplies on a voyage. If desired, the Food Spoilage Rules from the Pirate Nations Book may be used, otherwise it is assumed that the food will last for the duration of the voyage.
Aboard naval ships, basic gear, wages, and food supplies are all paid for by the various governments. Aboard pirate and privateer vessels, these costs are subtracted from booty. On Merchantmen, the owner must pay for all expenses.
3. BOATS: Jolly boats, for taking crew and cargo ashore, cost 300 Guilders each. Each jolly boat holds 15 crewmen (or 5 crewmen and a cannon) and takes up one ton of space aboard a ship. A cannon carried on a jolly boat can not be fired, but a Pont gun may be attached to the stern for protection.
4. MODIFICATIONS: Optional improvements may be made on ships when they are first built, at varying costs. Reinforcing the hull will increase Hull Points (by up to five points) at a cost of 400 Guilders per point. Reinforcing the masts and using superior quality sail canvas and ropes will increase Rigging Points (by up to five points) at a cost of 200 Guilders per point. A ship may be streamlined, to increase its Speed by one, at a cost of 1,000 Guilders plus 50% of the basic ship construction cost. A ship may be close hauled and fitted with a superior rudder, to increase its Handling by one, at a cost of 1,000 Guilders plus 20% of the basic ship construction cost. Both streamlining and close hauling delay the ship construction by one month.
Additionally, the following special modifications from the 7th Sea Ship Construction Rules may be used with the Game Master’s approval:
Hidden Towline: This fixes a hidden rope to the underside of the ship, at a cost of 600 Guilders. Smugglers use this to haul contraband materials beneath the water, where it is unlikely to be found.
Oars: The ship has one or more banks of oars, at a cost of 600 Guilders. This allows a ship to move even when becalmed or sailing directly into the wind. However, when oars are used the ship’s Speed is considered two less, to a minimum of one.
Concealed Gunports: The gunports of the ship are designed to be nearly invisible when closed, at a cost of 30 Guilders per gunport. The number of guns aboard the ship can be kept secret until they are used. A Wits check with a TN of 20 done at close range will reveal the existence of these gunports.
Well Trained Crew: The ship’s crew are particularly skilled in sailing and gunnery. Sea Travel Speeds are increased by ten miles per day. All attack rolls made with the ship’s cannons receive an extra die.
Smuggling Compartments: Some of the supposedly solid areas of the ship are in fact hollow, and used smuggle contraband, at a cost of 1,800 Guilders.
Extra Cargo Space: The cargo hold of the ship is well designed and can hold one extra ton of cargo, at a cost of 500 Guilders plus 5% of the basic ship construction cost.
Extra Crew Quarters: Extra quarters have been provided for the crew, so that the ship is manned by more sailors than others ships her size, at a cost of 1,000 Guilders plus 10% of the basic ship construction cost. This allows the ship to carry an additional 10% more crewmen above that listed for the ship type.
Boarding Party: The ship has well-trained boarding parties aboard, at a cost of 10 Guilders per boarding party crewman (See the section on Grappling and Boarding). Each boarding party Brute Squad is considered to have a Threat Rating of 3, instead of the normal rating of 2.
Retractable Keel: The ship can retract its keel, allowing it to sail in shallow waters, at a cost of 2,000 Guilders plus 20% of the basic ship construction cost.
Also, the following flaws from the 7th Sea Ship Construction Rules may be used with the Game Master’s approval to help reduce the cost of the ship:
Old: Some of the ship’s planks are rotten, but overall, she’s in good shape; she just needs a little more love and care than a newer ship. The ship requires maintenance and careening every two months instead of every four. This reduces the basic ship construction cost by 5%.
Sluggish: The ship tends to sail more slowly than other ships of her size. This reduces the ship’s Speed by one, to a minimum of one. It also affects the ship’s Sea Travel Speed, reducing it by five miles per day. This reduces the basic ship construction cost by 1,000 Guilders. This flaw cannot be taken if the ship has been streamlined.
Small Rudder: The rudder is not big enough to turn a ship of this size, so she turns slowly. The ship’s Handling is reduced by one, to a minimum of one. This reduces the basic ship construction cost by 1,000 Guilders. This flaw cannot be taken if the ship has been close hauled and fitted with a superior rudder.
Poorly Trained Crew: The ship has a particularly poorly trained crew. When conducting or defending against boarding actions, the boarding parties are considered Threat Rating 1 Brute Squads, instead of the normal rating of 2.
Tattered Sails: The ship’s sails and rigging are in poor repair. The ship’s Rigging Points may be reduced by up to five points. Each point reduction lowers the cost of the ship by 200 Guilders.
Vermin: The ship is infested with rats, weevils, and other vermin that constantly get into the provisions. The crew’s provisions will only last three weeks for every month’s worth purchased. This reduces the basic ship construction cost by 1,200 Guilders.
Awkward Cargo Space: The cargo hold of the ship was poorly designed, so that this ship cannot carry as much cargo as other ships of her size. The ship’s hold has one less ton of cargo space. This reduces the basic ship construction cost by 500 Guilders.
Cramped: The crew quarters of the ship are poorly designed. This means she has to do with fewer crewmen than other ships of her size. The ship’s maximum allowable crew is reduced by 10%. This reduces the basic ship construction cost by 1,000 Guilders.
Disgruntled Crew: The crew of the ship are easily upset by any little thing going wrong. Theus help the Captain if the rum ration runs out. The GM may spend a Drama Die to have 1K1 Brute Squads worth of crew turn surly and refuse to due anything for the rest of the Scene. If they are in combat, these Brute Squads surrender immediately. This reduces the cost of hiring and equipping a crew by 5%.
Warped Rudder: The ship’s rudder is bent, either to port or to starboard. If left to her own devices, the ship will sail around in circles. At the end of a combat turn in which the helm is not manned, the ship will turn 60 degrees to port or starboard, thus automatically assuming a circling tactic for the next round (See the Ship-to-Ship Combat section). This reduces the basic ship construction cost by 600 Guilders.
After a ship is fully constructed, it will require regular maintenance. After damage in combat or storms, a ship’s Rigging may be repaired by the crew at a rate of four points per week. Half of the damage to the Hull of a ship may be repaired by a crew at sea, at a rate of two Hull Points per week, or at four points per week if there is Ship’s Carpenter aboard. The remaining Hull damage must be repaired in a friendly port at a cost of 50 Guilders per point of damage repaired (for lumber, labor, etc.). Repairs in port are made at a rate of ten points (either Hull or Rigging) per week.
Ships will require careening and maintenance every four months. This involves the scraping of barnacles and teredo worms off the hull of the ship to prevent drag on the bottom, and eventual penetration of the hull. Ships with shallow drafts (Corsairs and all Small Warships except Frigates) may be beached and careened on deserted islands or on riverbanks. This is risky, however, especially for pirates or privateers, due to the obviously vulnerable position in which careening ships are placed. Ships may also be careened in friendly ports, for a fee equal to 10% of the basic construction cost of the hull (e.g. it would cost 800 Guilders to have a Small Warship careened in port). Careening takes about three days if performed by a full and efficient crew. For each month after the fourth that a ship goes without careening, its speed is reduced by one (though it will never go below one). After six months, and each month thereafter, without careening, a ship loses 1K1 Hull points. This damage may not be repaired until the ship is careened.
