# Sail Combat

*Black Flag, An Exodus NDS Era Book, the Caribbean, 1660 to 1730, mapped in 1716. Source: https://exodusnds.com/era-books/black-flag/sail-combat*

This signature subsystem adds a sequence of play and two contests to Core Rules, Vehicles, and *The Heavy Armory*: Crews, Loading, and Firing; Batteries and Broadsides; Ramming; Fire; Sails and Sinking; and the Sea rows. Apply those books' gun, hull and damage rules unchanged. Era Rules supplies Company Quality, Size and Morale, alongside the Prize and Fence Loop and Infamy.

| Phase | What it settles | Rule |
|:--|:--|:--|
| 1. Sighting | Who sees whom, and at what distance | Perception |
| 2. Chase | Who closes, who escapes | A contest of Operate (Sail) |
| 3. Gunnery | Hull, rigging and hands | Heavy Armory batteries |
| 4. Boarding | Whose Company holds the deck | A contest of Companies |
| 5. Quarter | What the winner does with the loser | The articles |

## Sighting

**Adds.** Articles may reward the first lookout to spot a sail. First sighting determines the opening distance.

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##### TERMS: SIGHTING
<span class="no">I</span> Both lookouts roll Perception: Average with a clear daytime horizon, Hard at dusk or through haze, Severe at night. More net Successes means earlier sighting; a tie means simultaneous sighting.

<span class="no">II</span> First sighting establishes **Distance** at **Long** in daylight, **Medium** at dusk or **Short** at night. If still unseen, that ship's Master can attempt an Average Stealth check to approach unnoticed. The opposing lookout then rolls Perception opposed by that Stealth result. Losing surprises the lookout's side, which forfeits the Chase's first round.

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## Chase

**Adds.** Resolve pursuit through seamanship across Distance bands, from Engaged to Hull-down. **Modifies** *The Heavy Armory*, Crews, Loading, and Firing, The Attack: use Distance instead of Range bands at sea.

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##### TERMS: DISTANCE
<span class="no">I</span> **Distance** has five bands: **Engaged** (the ships are alongside), **Short**, **Medium**, **Long** and **Hull-down** (the hull is below the horizon). A gun's Range band is the farthest Distance at which the gun can fire. Every gun that can reach Long Distance fires there at the Heavy Armory's Long difficulty (Hard); a gun of Extreme Range may also fire at Hull-down Distance, at the Extreme difficulty (Severe).

<span class="no">II</span> The **pursuer** attempts to close. Its opponent is the **prey**, including any stationary ship.

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##### TERMS: THE CHASE ROUND
<span class="no">I</span> Resolve each round with opposed **Operate (Sail)** checks by the ships' sailing masters or characters at their helms.

<span class="no">II</span> **Dice.** Each side adds 1 Boon Die <span class="dice sm boon d6"></span> for each point its Speed is higher than the other ship's Speed, and 1 Boon Die for each point of positive Handling. It adds 1 Bane Die <span class="dice sm bane d6"></span> for each point of negative Handling. The ship with the **weather gauge** (upwind) adds 1 Boon Die.

<span class="no">III</span> **Result.** A pursuer winning by 1 or 2 net Successes closes one Distance band; by 3 or more, two. A prey victory of 1 or more opens one band. Ties leave Distance unchanged. At Engaged, pursuit ends and the pursuer can board (Boarding). Beyond Hull-down, the prey has **escaped**.

<span class="no">IV</span> **Weather gauge.** Give the initial gauge to the upwind ship favoured by the situation. If unclear, masters each roll an ordinary six-sided die; highest takes it, with ties favouring prey. Gaining it during pursuit requires a Hard Operate (Sail) check in addition to the round's check; Reading the Wind eases this (Skills and Talents). With three ships, each master rolls once per round and compares against both opponents. Retain the gauge until losing a round by 3 or more net Successes or encountering a squall, then pass it to the other side.

<span class="no">V</span> **Dusk.** After six rounds, nightfall ends the day's chase. Hold the current Distance until dawn, then resume there. The prey can instead escape overnight with a successful Average Operate (Sail) check.

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##### EXAMPLE: THE SIXTH RATE AND THE SLOOP
On a Fair day Whitcombe sights Salazar's Jamaica sloop at Long Distance, holding the weather gauge. His sixth rate has Speed 3, Handling 0; Salazar's sloop has Speed 3, Handling +1. Whitcombe rolls 3 Mastery Dice <span class="dice sm mastery d12"></span> and 1 Ability Die <span class="dice sm ability d8"></span> from Agility 3 and Operate 4, plus 1 Boon Die <span class="dice sm boon d6"></span> for the gauge. Salazar rolls 2 Mastery Dice and 1 Ability Die from Agility 3 and Operate 2, adding 1 Boon Die for Handling.

Round 1: Whitcombe's 2 net Successes beat Salazar's 1, closing to Medium. Round 2: Salazar wins 2 to 0, reopening to Long. Round 3: each rolls 1, leaving Distance unchanged. Round 4: Whitcombe wins by 3 net Successes, closing two bands to Short.

Whitcombe's Medium Guns (Range Long) could fire from round 1. At Short, every gun aboard is in range. Salazar must keep running or turn to fight.

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<img class="framed" src="/assets/era-books/black-flag/black-flag-bg-sloop-and-brigantine-at-sea.jpg" alt="" loading="lazy">

## Wind and Weather

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##### TERMS: WIND
<span class="no">I</span> Set daily wind as **Calm**, **Fair**, **Fresh** or **Gale**, or determine it with an ordinary six-sided die: 1 Calm; 2 or 3 Fair; 4 or 5 Fresh; 6 Gale.

| Wind | Effect |
|:--|:--|
| Calm | Every ship's Speed is 1 lower (to a minimum of 1); a ship with oars or a tow may use Speed 2 |
| Fair | No change |
| Fresh | Ships with Handling +1 or better add 1 Boon Die to chase checks; ships with Handling -2 or worse add 1 Bane Die |
| Gale | No ship may fight or chase: Speed is 1 for all, and a Hard Operate (Sail) check each round keeps a ship off the shore |

<span class="no">II</span> **Hurricane season** lasts June to November, peaking in August and September. Once per session during those months, the GM may spend a Peril Point for a **storm**. This brings a full day of Gale and a Hard Operate (Sail) check to retain the masts. Failure causes 2 System Damage.

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<img class="framed" src="/assets/era-books/black-flag/black-flag-fill-squall-shortening-sail.jpg" alt="" loading="lazy">

## Gunnery

**Modifies** *The Heavy Armory*, Sails and Sinking, and Great Guns, Shot.

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##### TERMS: THE BROADSIDE
<span class="no">I</span> Fire batteries at reachable targets at Short, Medium or Long Distance (The Heavy Armory, Batteries and Broadsides). At Engaged, every gun within range can fire. A battery uses its guns' Range band.

<span class="no">II</span> **Targets.** Before rolling, the Gunner selects the target area.

| Target | What is hit | Effect |
|:--|:--|:--|
| The hull | The ship | Hull Damage; the Heavy Armory rule for Armor |
| The rigging | The ship | System Damage, with **chain or bar shot** (the Heavy Armory, Great Guns, Shot) |
| The hands | The Company | Grape or canister (this **Modifies** *The Heavy Armory*, Great Guns, Shot, against a Company): the battery's one attack removes 1 hand per net Success for each 10 hands of the target's Size, at least 1, and the gun's Range becomes Short, so grape and canister fire only at Short or Engaged Distance; the target loses 1 Morale if it loses a quarter of its Size in a single broadside |

<span class="no">III</span> **Rigging.** At half System Points in System Damage, reduce Speed by 1 until repairs. At full System Points, the ship is dismasted and drifts (Heavy Armory, Sails and Sinking).

<span class="no">IV</span> **Surrender.** Hull Damage equal to Hull Points disables a ship and forces it to strike. Earlier surrender is possible: at Morale 2 or below, the Captain must succeed at an Average Leadership check each round to continue fighting. Failure lowers the colours.

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## Boarding

**Adds.** Companies contest the deck while player characters fight individual combats.

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##### TERMS: GRAPPLING
<span class="no">I</span> At Engaged Distance, attempt to **grapple** with opposed Operate (Sail). Winning binds the ships with grapnels and starts Boarding. The opponent can attempt to **cut away** once per round with a Hard Operate (Sail) check.

<span class="no">II</span> Disabled, dismasted and grounded ships cannot cut away.

##### TERMS: THE BOARDING CONTEST
<span class="no">I</span> Calculate **Fighting Strength**, the hands available to board or defend, as Company Size minus one hand in four assigned to helm, sails and guns.

<span class="no">II</span> Each round each Company rolls its **Quality** pool (Era Rules, Crew and Articles). Each side adds 1 Boon Die <span class="dice sm boon d6"></span> for a Fighting Strength 1.5 times the other's, 2 for 2.5 times, and 3 for 4 times.

<span class="no">III</span> More net Successes **wins the round**. For each net Success of the winning margin, capped at 3, remove 10 in 100 of the loser's starting Fighting Strength in hands, at least 1. Ties cause no losses.

<span class="no">IV</span> At half its starting Fighting Strength, or when its Captain is captured, a Company **strikes**. Its opponent has **won the deck**.

<span class="no">V</span> **Player characters.** Each player character fights one Core combat round per Boarding round, against an NPC officer or a pair of hands. A player character who beats an officer gives the Company 1 Boon Die next round. A player character who is dropped (incapacitated) costs it 1 Boon Die.

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##### TERMS: THE GUN TO BRING TO
<span class="no">I</span> A merchant captain whose ship is overtaken by a pirate ship whose Captain or officers have Infamy 3 or more, or by a King's ship or a commissioned privateer, may **strike without a fight** once the pursuer is within Medium Distance. The pursuer's Captain makes an Intimidation check, Average. On a success the merchant's Company makes no resistance: the prize is taken and the Company may be given quarter. On a failure the merchant fights.

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## Quarter

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##### TERMS: QUARTER
<span class="no">I</span> After an opponent strikes, the winning Captain decides **quarter** according to the articles. "quarter when called for" obliges the Company to grant it; articles promising none permit refusal.

<span class="no">II</span> **What the winner may do.** Seize and release the vessel; take cargo and free the Company; recruit or force skilled men aboard, including carpenters, surgeons, navigators and sailmakers; or burn or sink the ship. The Quartermaster boards first, reserving goods the Company wants (the Prize and Fence Loop).

<span class="no">III</span> **Prisoners.** Ask the captured crew about its master's treatment. The Company may vote to punish an abusive master. Refusing quarter to a surrendered Company in breach of the pirate Company's own articles costs 1 Morale.

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<img class="framed" src="/assets/era-books/black-flag/black-flag-scene-16.jpg" alt="" loading="lazy">
