VAS General Chase Rules
General Chase scenario rules for the Victory at Sea / Age of Sail wargames system.
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Victory at Sea – General Chase! Draft Age of Sail Rules Page 1 of 17 Pages v0.3 Victory at Sea – General Chase! Age of Sail Rules By David Manley 1. Introduction The rules are being developed in as complete a state as possible. As such they are likely to include section that may not feature in an initial core rule book. However, I think it important to develop these sections within the core rules as a whole, rather than developing them later as bolt-ons, to ensure their consistency. “Fluff” (including a discussion of AoS tactics and designers notes) will also be developed in due course. Ship Stats Ships are described using the follow: • Hull points – reflecting the stoutness of construction • Rigging points – representing not only the rigging, but also the masts and sails, and the specially trained personnel (topmen) who worked in them • Gunnery points – The first number is the ship’s basic Gunnery Points on each side of the vessel, representing the batteries of heavy cannon carried on the weather deck and gun deck. The second number is the ships Close Range Modifier, representing the additional firepower of short ranged carronades. • Crew Parties – Crew parties encompass the vast majority of the crew, engaged in serving the guns, forming boarding parties and helping the topmen work the sails when a sail change is required. • Marines – specially trained troops acting as sharpshooters and adding a punch in boarding actions. • Speed (Fighting Sail) – the maximum speed of the ship in inches when moving under Fighting Sail (the optimum sail setting for combat) • Speed (Plain Sail) – the maximum speed of the ship in inches when moving under Plain Sail (increased sails set for more speed, but at the risk of increased rigging damage). • Speed (Full Sail) - Speed may be increased further by using Full Sail, but this comes at a greater penalty in extra damage. Ship stats for “standard” types of ships are listed in the table below. These can, however, be modified by applying various traits (see later) Type Rate Guns Hull Rigging Gunnery Crew Marines Speed (Fighting Sail) Speed (Plain Sail) Speed (Full Sail) Ship of the Line 1 120+ 15 15 15 / +8 15 5 3 5 8 1 100 14 14 14 / +7 15 4 3 5 8 2 98 13 13 13 / +6 14 4 3 5 8 2 90 12 12 12 / +6 14 4 3 5 8 3 80 11 11 11 / +5 13 3 3 5 8 3 74 10 10 10 / +5 12 3 3 5 8 3 64 9 9 9 / +5 11 3 3 5 8 4 50 8 8 8 / +4 10 2 3 5 8 Frigate 4 44 7 7 7 / +4 9 2 4 6 9 5 38 6 6 6 / +3 8 2 4 6 9 5 36 5 6 5 / +3 7 1 4 6 9 5 32 5 5 4 / +2 6 1 4 6 9 6 28 4 5 3 / +2 5 1 4 7 10 6 24 4 5 2 / +1 4 1 4 7 10 Unrated Unrated 20 3 3 1 / +1 3 1 4 7 10 Merchant Small 2-6 3 4 1 / +0 2 - 3 5 8 Medium 2-8 5 5 1 / +0 3 - 3 5 8 Large 2-20 6 6 1-2 / +0 4 - 3 5 8 Indiaman 36-44 7 7 6-7 / +2 9 - 3 5 8 Close Range Modifier for Frigates and Ships of the Line is increased by 1 after 1793. CRM is also increased by an additional +1 for all British ships after 1800 to reflect their greater use of carronades
Victory at Sea – General Chase! Draft Age of Sail Rules Page 2 of 17 Pages v0.3 Command and Crew Quality Assigned to ships captain, ships crew and the fleet admiral (including vice admirals if a big fleet action is being played). Quality levels shown below, along with the modifiers that apply Command Quality Exceptional +2 Inspired +1 Average 0 Dullard -1 Incompetent -2 Crew Quality Veteran +2 Experienced +1 Average 0 Poor -1 Green -2 Customising Ships The table above covers “standard” types that were in service in some form with most navies during the latter stages of the Age of Sail. These standard types can be altered through the application of special features. These are applicable to all types unless stated. Stout Hull – The ship’s hull is particularly well built. Increase Hull Points by 1 Green Wood – The ship’s hull is made from unseasoned wood. Reduce Hull Points by 1 Overmanned – The ship’s captain has done a good job of recruiting. Increase crew parties by 1 or 2 Undermanned – Poor recruiting, casualties and disease result in a lot of spare hammocks. Reduce crew parties by 1. Overgunned – The Captain has embarked extra firepower. Increase Gunnery Points by 1 Undergunned – Shortages at the armament depot. Reduce Gunnery Points by 1 Extra carronades (Frigates only) – Reduce Gunnery Points by 1, but increase Close range Modifier by 2. Carronades only (Frigates or smaller only) – Increase Close Range Modifier by 3. Maximum firing range reduced to 6”. More Bullocks – Increase the marine contingent by 1 party. Racing Lines – the ship has a particularly effective hydrodynamic form, coupled with good trimming. Increase speeds under sail by 1 Dirty Bottom – the ship has a poorly designed hull, or has suffered a high degree of marine growth. Decrease speeds under sail by 1. Special Features can be assigned by choice to represent ships in a historical scenario. They can also be used to spice up a “pick up” game. To do this players can choose good features (e.g. “Overgunned”, “More Bullocks” etc.) and assign them to specific ships. However, for each good feature they choose they must also choose one bad feature, PLUS one extra bad feature. These are assigned randomly to ships of the same rate as those to which good features are applied. For example, a player chooses 2 good features and applies them to a 2nd rate and 3rd rate ship. They must choose one bad feature that is applied randomly to any 2nd rate ships in the payers fleet and one bad feature that is applied randomly to any 3rd rate ship, plus a third bad feature that is applied to any 2nd or 3rd rate ship.
Victory at Sea – General Chase! Draft Age of Sail Rules Page 3 of 17 Pages v0.3 2. Sequence of Play Pre Game • Lay out any coastlines, islands • Designate areas and depths of shallows • Determine wind direction and strength • Roll for Strategic Initiative • Initiative loser deploys • Initiative winner deploys The Game Turn • Roll for Tactical Initiative. Winner decides whether to move first (Side A) or second (Side B) • Anchoring o Announce any ships that are anchoring (Side A, then Side B) o Announce any ships that are raising anchor (Side A then Side B) • Side A moves all ships o Move drifting ships o Move ships straight ahead o Execute turns • Side B moves all ships o Move drifting ships o Move ships straight ahead o Execute turns • Resolve Gunnery (simultaneous) o Measure range o Roll for number of hits o Roll for effective hits (firer smaller than target) o Roll for damage o Roll for critical hits (if any) • Resolve Boarding Actions • Damage Control and Special Actions o Roll to repair rudder lines, cut away fallen masts, ungrapple, etc. • Weather Changes
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