Aldana Steel
Some Other People's House RulesBoarding Actions
Systems From Other Games
New Boarding Chart
Sophie's notes on the system detailed in AEG's Compendium and Web
page (ship construction), Gamemaster's Guide (naval combat),
and Pirate Nations sourcebook (boarding actions and other advanced
naval battle rules), along with some suggestions for improvements.
First, I want to point the reader to some pertinent comments on the ship design system made by Troy Hughes on his 7th Sea page, the Jack Raven. I will not repeat his arguments, but they make sense to me.
Second, it is obvious that a bigger ship is better at everything. While I agree that a man-of-war can pack on a heck of a lot of canvas, it also has more mass and more hull surface to slow it down. In general, the fastest ships should be small-to-medium affairs: brigs, cutters, luggers, etc. One way around this might be to lift the cap on Sails/Panache for small vessels and make it lower for larger ships.
Third, there should also be minimal values, not just maxima, for certain stats, particularly for Crew/Finesse, depending on the type of ship. For example, just like you can only fit so many men on a pinnace, you can't run a frigate below a certain complement.
A better way yet might be to create templates that can be customized instead of letting all points be freely allocated (somewhat of a reversal from what I usually preach for character creation rules.) Maxima and minima would not be tied linearly to the total point value.
Speaking of templates, the sample ship profiles supplied by AEG are inconsistent with "real" ship strengths and sizes. For example, in the 10-pt range you should get things like cats, ketches, pinnaces, tartannes. A sloop, lugger, or xebec would be 15 points; a Navy frigate should be in the 25-30 points range, and a first-rate ship-of-the-line should be 50 points. Revenant has some useful notes on historical ship design (types, rigging, crew, size, armament.)
Some additional problems with the ship design system start appearing when we look at ship-to-ship combat in the next section.
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OK, Problem No. 1: Not all stats are equal (version 1). For example, if you have high Sails/Panache, you can fire your guns more often. *Ahem*. You'd think the speed of firing would depend more on the training of the gun crew.
I suggest that the number of times you can fire should be limited by the Crew (Finesse) rating; for example, a ship with Crew/Finesse 4, Sails/Panache 5 would get 5 actions per Round but only a maximum of 4 of those could be firing guns. If the Crew/Finesse rating is higher than the Sails/Panache rating, then obviously the number of shots taken is limited by Panache.
Problem No. 2: Not all stats are equal (version 2). If you're going to take damage, you want it in the rigging or (sadly) the crew. Rigging is easiest to repair, and crew can usually be replaced. Hull damage, oh, ow! You could sink! And it's going to be hellishly slow and expensive to repair, if you want to be realistic at all. Speaking of which, shouldn't hull damage affect the ship's speed too? No, that's sails!
Problem No. 3: I do realize it's a fantasy game, not a wargame.
Wargame-level rules are not what I'm asking for. But still, if we're
going to fight on big sailing ships, shouldn't wind and manoeuvres
count for something? Right now it's all initial stats and luck of
the dice, cleverness and seamanship count for very little.
Juanpas and Revenant have written up some Naval Mass Combat Opportunities similar to those in the regular 7th Sea Mass Combat system. These might add flavour and drama to the action. On the minus side, I feel the original Mass Combat rules are skewed, particularly in terms of Reputation awards, so I'd want to be careful with this.
Jeff Qualkenbush also has some revised rules for High Seas Combat. He does offer ship templates as I was discussing earlier, and it seems to be a nicely workable system. I have not yet tried a mock combat, however.
Jenkins' Fighting Ships of Theah (now relocated) has an array of templates based on historical ship types and constructed using AEG's standard ship building rules.
I am working on an adaptation for the game Pirates! by Flagship Games, where I will write some profiles to use ships from Théah in the Pirates! system, just for fun. This is a wargame-level system, however, though a friendly one, so it may seem a bit complex for those who don't want to put that much emphasis on naval combat.
The ship-to-ship combat system in the role-playing game Furry Pirates, by Lise Breakey & Bruce Thomas/Furry Games and published by Atlas Games, looks both comprehensive and easy to understand, and I plan on giving it a try soon. I think it could be lifted "wholesail" (ha-ha) and used directly for 7th Sea battles.
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Boarding actions (described in the Pirate Nations sourcebook) are resolved in one of two ways: either as regular fights if player characters are involved, or as a single die roll on a chart if it's just unnamed crew. The trouble starts there.
To lead a boarding action, you compare the Finesse scores of the two ships and the associated crew ratings. For example, the Rubadubdub with a Crew rating of 5 is engaging a merchant fleut and its escort frigate at the same time. A boarding party is sent to take the fleut, leaving the rest to man the guns and pound the frigate. The fleut's Crew (Finesse) rating is 4.
Now take a look at the boarding action chart in Pirate Nations: the single result that will determine the result of the entire boarding action is the sum of the attacker's crew advantage (in this case, say 5 point minus 4 = 1) plus a single non-exploding die roll. To make the boarding action worthwhile on this chart, you're looking for a total of about 7 or more. So in our particular example, even with an initial crew advantage (the Rubadubdub has a rating of 5, the fleut a 4), the boarding action will be a disaster (total of 0 to 6) some 50% of the time (die rolls of 1 to 5). In fact, to have decent odds, the attacker's boarding party should always be larger than the entire crew of the target ship being boarded! In addition, the two sides are still using their full crew complement for gun shots, manoeuvres, etc.
One way to mitigate that would be to have the opponents split their crews, or Finesse rating, between defence against the boarders and gun fire. In the example above, the fleut might split the crew 2 and 2. With a ship Crew rating of 5, a boarding party from the Rubadubdub will logically be worth 2 or 3 points, say 3 in this case. Each side will then subtract this crew as non available for other actions. However, this is only a partial solution. In practice, though it does allow more flexibility, it's still going to mean even odds (average difference of 0 between attacker and defender) before the single die roll. So 60% of the time, boarding is still a very bad idea (die rolls of 1 to 6 and base Crew rating difference of 0).
The chart results might simply be shifted by a few lines, but I suggest that more drastic action is needed. I recommend a completely revised chart, one that also contains more interesting results than "You lose 1 Crew, they lose 2" (something like the Naval Mass Combat Opportunities mentioned above; in fact, I pilfered from it.) Below is one I propose; I scrunched the lovely linear progression a bit and added side effects. Ultimately, I recommend running all boarding actions according to the regular combat rules if time permits. But in a pinch the table adds some variety. One might even decide to ditch the attacker and defender loss scores and just use the dramatic effects.
Finally, I submit that it should be possible to add one Drama Die
to the roll (and only one). Alternately, if that risks skewing the
results too much, a Drama Die could at least be spent to shift the result
by one increment, up or down the chart. The Drama Die should come
from the ship's Pool or if the boarding action is led by a Hero, this Hero's
Pool (or the Hero leading the defenders if the Heroes are on the receiving
end of the boarding action.) But again, if there are Heroes involved,
you're better off actually running the boarding action as a normal combat
anyway.
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Credits: © Sophie Lagacé, 2002, with the proviso that I borrowed the following idea from Juanpas and Revenant: Take the Stateroom (result of 13-14). Other ideas may be similar but were not lifted wholesale. The illustration is a painting by Howard Pyle entitled An Attack on a Galleon, and was obtained from the Delaware Art Museum Permanent Collection: Howard Pyle and American Illustrators.