Comprehensive guide to the digital companion for Barry J. Fox's Age of Sail naval wargame
The following mechanics have been added or revised in the latest version of the app. They are active in every Historical Scenario by default (all house rules are now ticked on load).
Each ship card now has a π Damage Control panel with two toggles next to the existing Fire Party / Flood Magazine controls:
If flooding climbs past a ship-size threshold (max(3, ceil(HVN/15))) a one-time πβ οΈ FOUNDERING warning is logged. Crew costs are shown in the panel but do not yet feed undermanning bands automatically β track them by eye for now. Tooltips on the π Waterline and π§ Magazine badges have been updated to reflect the new rules.
The Ship Condition panel now shows two new carry bars next to Hull/Sails/Crew: GDN carry (progress toward the next hull-damage tick) and SVN carry (progress toward the next sail loss), plus the cumulative total rigging damage the ship has absorbed. Shots-going-high diversions and Full Sail's Γ2 sail-damage strain are now logged with the post-multiplier value and the updated SVN carry, so a 37-pt rigging hit that doesn't cross SVN is still clearly visible. The shots-going-high log line was also reworded: the percentage shown is the trigger chance, not the magnitude.
On the Movement tab each ship now has a Plan movement block. Queue up to 5 alternating segments (turn β straight β turn β straight β turn) instead of resolving a single combined move. The planner tracks a fractional speed budget against your current point-of-sail max, recomputes PoS after every turn segment, and deducts the standard 5% speed cost per turn. Commit the sequence to apply the final heading and headway in one click. Damage to sails or masts, full-sail multipliers, and crew penalties all flow through automatically.
If a ship's start-of-turn PoS resolves to D (head-to-wind), the app automatically walks it through a four-turn recovery arc. No clicks are required; manual overrides are provided.
The Gunnery tab now tracks how much crew was committed to each arc this turn. If a ship fires one broadside and then fires the opposite broadside in the same turn, the second broadside's shortfall guns only (the ones not natively manned) receive a crew-quality NGM penalty: Crack β33%, Experienced β50%, Inexperienced β65%, Untrained β80%. Guns that do have native crew fire at full effect. The penalty and gun-count split are written to the battle log.
| Where | Button | Effect |
|---|---|---|
| Movement β Maneuver | Override (manual) | Bypasses the prior-turn-beating gate on Begin Tack only. |
| Movement β In Irons | Hold drift (manual) | Skips the automatic return-to-tack on the next advance. |
| Movement β In Irons | Force recover now | Jumps directly to phase β’, snapping the heading immediately. |
| Movement β Maneuver | β Tack complete | While crossing only β declares the bow has cleared the wind. |
Every gunnery, grapple, cut-grapple, collision, boarding action, and morale event now surfaces a dramatised popup in addition to the log line. Popups show:
Disallowed gunnery (out of range, wrong shot/aim combo, magazine flooded, no guns in arc, double-shot cooldown, carronade double, closed heavy-weather ports) now raises a Cannot fire popup with a reason and a hint on how to correct settings, rather than failing silently.
All distance inputs on Movement and Gunnery are in millimetres at 1/700 scale. Numeric fields now select-all on focus and use inputMode="decimal", so typing a new value on desktop or on a touch device no longer leaves a stray leading zero. The Reference tab range chart is still displayed in cm for readability but log messages are all in mm.
Loading any Historical Scenario now ticks all house rules β including Enhanced Fire, Reduced Crew Damage, Modified Shot, Falling Masts, Weighted Sail Hits, Shot-Type Mast Chance, Crack Crew, Historical Ranges, Wind Gauge Effects, Gun Fouling, No Carronade Double, Enhanced Raking, Expanded Boarding, Percent Turn Penalty, PVN Surrender, PVN Crew Quality, and Officer Casualties. You can still toggle any of them off individually after the scenario loads.
The header now has a discreet π / π speaker toggle next to the donate button. Sound is off by default; the setting is remembered between sessions. When enabled:
A PayPal Donate Now button sits in the top-right of the header. It is completely optional β if the app is useful to you it helps cover hosting and continued development, and it's the same hosted button used by the companion Mast & Spar calculator.
Get playing in seven steps:
Beat to Quarters is a detailed miniatures wargame of Age of Sail naval combat during the Revolutionary and Napoleonic Wars (1775β1815), designed by Barry J. Fox and originally published in 1981. The 2025 edition was prepared by Linus Spjutsberg with Barry's full collaboration, adding modern presentation, updated nationality modifiers, and optional house rules.
The companion app automates all the calculations that the tabletop game requiresβgunnery damage, hull and sail tracking, crew casualties, surrender points, fire progression, movement speeds, and more. Every ship is still unique, every gun calibre and nationality modifier still matters, but the arithmetic happens behind the scenes so players can focus on commanding their vessels.
At the top of the app you'll find the wind controls:
The turn counter tracks the current game turn. Use Advance Turn to progress. Every 10 turns the game checks for wind changes per the rules (C.1.2 and C.2.2).
These rules are always in effect and cannot be toggled off:
Double shot can only be fired at Point Blank or Close range. Historically, double-shotting at medium range was ineffective β the extra weight killed muzzle velocity, making the shots inaccurate and weak at distance.
When a mast section is destroyed, there is a 10% chance that the falling rigging pulls down a section on an adjacent mast (e.g., foremast rigging entangled with mainmast, or mainmast with mizzen). The cascaded section suffers its own sail loss, same-mast cascade, crew casualties (if Falling Mast Casualties is enabled), and SP loss. Only one level of cascade occurs β no chain reactions.
Ships attempting to grapple a vessel 2 or more classes larger suffer a penalty to the grapple roll, reflecting the difficulty of throwing grapnels upward to a ship with significantly higher freeboard. The penalty is β15 per rank difference beyond 1 (e.g., a 6th Rate grappling a 3rd Rate = 3 ranks difference = β30 penalty). Class ranks: 1st/2nd Rate = 1, 3rd = 2, 4th = 3, Large Frigates = 4, 5th/6th = 5, Sloops/Corvettes = 6, Brigs/Snows = 7, small craft = 8.
A fourth crew quality tier below Inexperienced, representing poorly trained crews (Ottoman coastal forces, Spanish colonial militia, pressed landsmen). Stats: β0.2 NGM (accuracy penalty), β15 boarding NBCF modifier, β20 morale threshold (easier to break), no Initial Broadside bonus, no fire extinguishing bonus. The full quality chain is: Crack β Experienced β Inexperienced β Untrained. Officer kills can degrade quality down to Untrained; officer recovery restores one step per 5 turns (capped at original quality).
The app supports several optional rules that can be toggled on or off:
Replaces the simple leeward advantage with a comprehensive system modelling the historical trade-offs of windward vs leeward firing. When enabled, a "Firing Position" dropdown (Windward/Leeward) appears in the Gunnery tab.
Based on Sam Willis, Fighting at Sea in the Eighteenth Century (Boydell Press, 2008). The stern of a ship-of-the-line was its weakest point β large glass windows offered no resistance, and shot traveling the full length of every gun deck produced a "storm of splinters" that devastated crew at every station. At Trafalgar, Victory's single stern rake of Bucentaure killed or wounded 282 men β nearly half the crew.
Adds tactical depth to boarding actions with seven mechanics:
| Ship Class | Volley Casualties |
|---|---|
| Brigs, Snows, small craft | 1d3 (1β3) |
| 5th & 6th rates | 1d6 (1β6) |
| Large Frigates / 4th rates | 2d6 (2β12) |
| 3rd rates and above | 3d6 (3β18) |
A dropdown at the top of the app lets you choose which miniature scale you're playing with:
Affected values: movement speeds, range band thresholds, recommended scenario distances, and the Range Comparison Chart.
Unaffected values: damage, crew size, gun poundage, PVN, tonnage β all non-distance mechanics remain unchanged.
Tap Add Ship to create a new vessel. You'll need to enter:
For each ship, you configure the broadside armament:
The app automatically calculates these from your inputs:
| Abbreviation | Full Name | Formula |
|---|---|---|
| HVN | Hull Value Number | Tonnage Γ 2 |
| SVN | Sail Value Number | HVN Γ· (Sails Γ 1.3) |
| GDN | Gunnery Damage Number | HVN Γ· Total Guns |
| LGBWN | Long Gun Broadside Weight Number | Sum of (qty Γ poundage) for long guns in one broadside |
| CBWN | Carronade Broadside Weight Number | Sum of (qty Γ poundage) for carronades in one broadside |
| PVN | Point Value Number | Broadside value Γ Nationality modifier Γ Tonnage (carronades at half value) |
Each ship appears as a card showing:
LOWER CLOSED (lower gun ports shut in heavy weather), π» DISMASTED (all masts lost), fire statusThe app calculates each ship's position relative to the wind using the 32-point compass system:
Maximum speed in millimetres is determined by ship class, wind strength, and point of sail. The app displays the current maximum speed for each ship based on these factors. Ships may travel at any speed up to their maximum, with acceleration/deceleration limits:
Change a ship's heading by selecting a new compass point. The app tracks the turning point cost (15mm deducted per point turned). Maximum turning points depend on ship class (3 points for 1st rates up to 10 for small craft).
Dismasted ships or those with no sail set drift downwind at their drifting speed.
The app implements the two-step gunnery system from the rules (F.9):
| Shot Type | Modifier | Max Range | Effect |
|---|---|---|---|
| Ball (Round Shot) | 1.0 | Extreme | Standard shot, damages hull. High or low aim. |
| Double Shot | 1.25 | Close | Two balls per gun. High or low aim. Maximum 3 consecutive turns per arc β after 3 turns of double shot, must fire a different type for at least 1 turn. |
| Dismantling (Chain/Bar) | 2.5 | Medium | Targets rigging and sails. High aim only. Maximum 8 available. |
| Grape Shot | 1.50 | Close | Anti-personnel, crew only. Low aim only. Maximum 4 available. |
| Canister | 2.50 | Point Blank | Maximum anti-personnel effect, crew only. Low aim only. Maximum 4 available. |
When the Shot Type Modification house rule is enabled, the shot multipliers are adjusted to rebalance ammunition effectiveness:
| Shot Type | Standard Modifier | Modified Modifier |
|---|---|---|
| Ball | 1.0 | 1.0 |
| Double Shot | 1.25 | 1.25 |
| Dismantling | 2.5 | 1.5 |
| Grape Shot | 1.50 | 1.2 |
| Canister | 2.50 | 1.6 |
This significantly reduces Dismantling and Canister's extreme multipliers, making them less dominant.
When aiming at the hull at longer ranges, some shots may go high and hit the rigging instead. This uses a two-roll system:
| Range | Chance of Shots Going High |
|---|---|
| Point Blank | 0% |
| Close | 0% |
| Medium | 15% |
| Long | 30% |
| Extreme | 50% |
Example: At Long range (30% chance), the first roll succeeds. The second roll is 45 β so 45% of the damage hits rigging and 55% hits the hull.
When firing into an enemy's bow or stern, the raking bonus appliesβsignificantly increasing damage. The app detects raking geometry and applies the appropriate modifier.
The first time a ship fires its broadside in a battle, it receives an Initial Broadside bonus (guns loaded carefully before battle, double-shotted). This is tracked per side (port/starboard) and per ship.
If only some guns bear on the target, you can fire a partial broadside by selecting fewer guns.
When multiple ships fire in the same turn, players can choose to defer applying damage until all ships have fired. This simulates simultaneous broadsides and prevents first-mover advantage where one ship's damage degrades the other before it can return fire.
The Gunnery tab calculates and logs all hits independently. Players then apply accumulated damage on the Damage tab at the end of the turn rather than immediately after each shot. This is particularly useful in duels where both ships exchange broadsides β neither side gains an unfair advantage from firing first.
In Gale conditions, multi-deck ships must close their lower gun ports. The app displays LOWER CLOSED on affected ships and prevents firing those guns.
Hull damage is tracked as cumulative damage points. The percentage of hull damage (points Γ· HVN) determines:
Each time hull damage crosses a 5% threshold, a d100 is rolled for special damage:
| d100 Roll | Result | SP Lost |
|---|---|---|
| 1 | Fire starts | β1 SP |
| 2β3 | Rudder destroyed | β2 SP |
| 4β5 | Wheel destroyed | β1 SP |
| 6β100 | No special damage | β |
Sail damage is tracked separately. When cumulative sail damage reaches each SVN threshold, a sail is lost. Losing all sections of a mast causes a cascadeβupper sections fall with the lower. Dismasting (losing all masts) incurs a β3 SP penalty and the ship displays the π» DISMASTED indicator.
For every 10% of total mast sections destroyed, the ship loses 1 SP. This is tracked cumulatively and is separate from the total dismasting penalty.
Crew Casualties from Falling Masts: When a mast section is destroyed, random crew casualties occur from falling rigging and debris:
All ships start with 10 SP (some scenarios may vary). SP are lost for:
| Cause | SP Lost |
|---|---|
| Every 5% hull damage | 1 |
| Every 10% of mast sections destroyed (BTQ 6.98) | 1 |
| Total dismasting (all masts lost) | 3 |
| Loss of wheel (special damage) | 1 |
| Loss of rudder (special damage) | 2 |
| Being grappled or boarded | 2 |
| Ship on fire | 1 |
| Crew at 75% remaining | 1 |
| Crew at 50% remaining | 2 |
| Crew at 25% remaining | 3 |
| Crew at 10% remaining | 3 |
| Crew at 0% | Ship strikes its colours (auto-surrender) |
When SP reaches 0, the ship must strike its colours (surrender).
When the PVN Surrender house rule is enabled, weaker ships lose SP at the start of the action based on the side-vs-side PVN ratio. Total PVN is summed per side; each ship on the weaker side takes the listed penalty. The penalty is applied once and reverses if the rule is turned off or PVN values change.
Single-ship action (1 v 1 only):
| Enemy PVN Γ· Friendly PVN | SP Lost |
|---|---|
| β₯ 1.1 : 1 | β3 |
| β₯ 1.5 : 1 | β4 |
| β₯ 2.0 : 1 | β5 |
| β₯ 3.0 : 1 | β6 |
| β₯ 4.0 : 1 | β7 |
| β₯ 5.0 : 1 | β8 |
| β₯ 6.0 : 1 | β9 |
| β₯ 7.0 : 1 | β10 (strikes immediately) |
Multi-ship / unsupported ship (any action with more than one ship per side):
| Enemy PVN Γ· Friendly PVN | SP Lost |
|---|---|
| β₯ 2.0 : 1 | β2 |
| β₯ 3.0 : 1 | β3 |
| β₯ 4.0 : 1 | β4 |
| β₯ 5.0 : 1 | β5 |
Worked example. A British 36-gun frigate (PVN β 800) duels a French 74 (PVN β 2 600). Ratio 2 600 / 800 = 3.25 : 1 β single-ship action, frigate loses 6 SP before the first broadside (starting at 4/10 SP). The French ship's ratio is 0.31 : 1, so she takes no penalty.
The official PVN formula Broadside Γ Nationality Modifier Γ Tonnage does not value crew training, even though a Crack crew dominates an Untrained one across gunnery, fire control, boarding and morale. This house rule multiplies a ship's computed PVN by a Crew Quality Multiplier (CQM) so scenario point totals match real fighting strength.
| Crew Quality | CQM | Why |
|---|---|---|
| Crack | Γ1.25 | +0.2 NGM (~+15β20 % gunnery) plus Initial Broadside, +10 % fire extinguishing, +10 NBCF boarding bonus, +20 morale. |
| Experienced | Γ1.00 | Baseline β the rulebook's implicit assumption. |
| Inexperienced | Γ0.85 | No Initial Broadside, β10 NBCF, β10 morale (~β15 % effective combat power). |
| Untrained | Γ0.70 | β0.2 NGM, β15 NBCF, β20 morale, no fire bonus (~β30 %). |
How to apply it without the app.
Broadside Γ Nationality Modifier Γ Tonnage (carronades at half value; merchants apply β0.3 to the modifier, floored at 0; unarmed = HVN Γ· 5).Worked examples. HMS Surprise (base PVN 100) with a Crack crew = 100 Γ 1.25 = 125. The same ship Inexperienced = 85. A 74 at base PVN 300 with an Untrained crew = 210; with a Crack crew = 375. A Crack frigate (125) facing an Untrained 74 (210) now reads "Favoured" rather than "Heavily Favoured", matching engagements like Shannon vs Chesapeake.
Interaction with the Crack Crew house rule. If Crack Crew is disabled, the Crack tier is unavailable on the dropdown and any Crack ship is treated as Experienced (Γ1.00). The CQM rule itself can be used independently for the other three tiers.
Interaction with PVN Surrender. The CQM-adjusted PVN values are the ones compared for the H.1.5 / H.1.6 ratio tables, so a green crew on a big ship is more easily counted as the weaker side than her tonnage alone would suggest.
When Enhanced Fire Rules are active:
The Damage tab includes a consolidated Ship Condition panel for each vessel, showing all damage states at a glance:
The Damage tab also provides manual controls for:
Ships are assigned to a Side (A, B, C, D, or custom names like "Franco-Spanish"). Ships on the same side are allies. Allied ships cannot grapple each other unless the target has already struck β this allows prize crew operations on captured allied vessels. The grapple target dropdown automatically filters out active allied ships. Historical scenarios auto-assign sides based on nationality (e.g., British = Side A, French/Spanish = Side B).
After a ship strikes and is grappled, the captor can Transfer Prize Crew from the Boarding tab:
The Boarding tab centralizes all grapple and boarding controls. Only ungrappled ships can initiate a grapple, but targets can already be grappled by other ships β this allows multiple ships to grapple a single target, as happened historically. Targets already grappled are marked "(already grappled)" in the dropdown.
Each grappled pair is displayed as an engagement card showing:
Boarding is fought in four sequential zones:
Only one boarding action per ship per turn. The app resolves casualties using the Nationality Boarding Casualty Factor (NBCF) for each nation. When Expanded Boarding is enabled, NBCF uses the allocated crew group sizes rather than total crew.
Each nationality has a specific NBCF that determines how effective their crews are in boarding actions. British crews, for example, are among the best boarders, while some nations are less effective in close combat. Casualties are computed as committed_enemy_crew Γ· your_NBCF β a lower NBCF means your side inflicts more casualties, so British (low NBCF) hurt the enemy more than Spanish colonial militia (high NBCF) for the same crew committed.
When the Expanded Boarding house rule is enabled, the simple "roll NBCF on total crew" of the base game is replaced with a tactical layer: crew is split into three roles, a pre-melee musket volley fires for the first two turns, officers can be killed, morale can break, and the defender gets a real chance to push the attacker back via counter-boarding. The mechanics below are exactly what the app applies; every roll and modifier is logged.
When a grapple is established, the engaged ship's available crew (current crew minus losses) is split into three pools:
Role-aware defaults: the ship that initiated the grapple defaults to 70 % BP / 20 % Def / 10 % Res; the ship that was grappled defaults to 0 % BP / 70 % Def / 30 % Res. This reflects the historical norm: defenders lined the bulwarks and held a reserve aft, but committed no hands to cross over.
Shared crew pool across multiple grapples: if a ship is grappled to two or more opponents, all BP/Def/Res allocations across all engagements draw from one shared pool. Total BP + Def + Res across all pairs cannot exceed available crew. Each engagement card shows Avail / Used / Free counters. Adding a new grapple only allocates from the remaining unallocated men, so you won't accidentally overcommit.
Auto-rescale on casualties: if a gunnery hit or musketry volley drops the pool below the current allocations, all three groups across all engagements are proportionally scaled down (logged explicitly).
Worked example. A 200-crew British frigate is grappled by two Spanish ships A and B in succession. She is the defender in both. After grapple A she gets 0 / 140 / 60 (0 % / 70 % / 30 % of 200). After grapple B is added, only 60 men remain unallocated, so engagement B starts with 0 / 42 / 18 (the same 0/70/30 split, but of 60). A later 30-casualty broadside hit triggers a proportional rescale across both pairs.
Boarding is fought through four sequential areas: Bulwark β 1st Half Deck β 2nd Half Deck β Stern Castle. Each engagement card shows a 4-block strip:
Each ship can take one boarding action per turn (and one ship can only board or counter-board in the same turn β not both). The Last Turn Result Banner at the top of the status section recaps the previous round in plain English (e.g. "Last: β Bulwark β HMS Victory wins! Losses: Victory: 12, Bucentaure: 18"), colour-coded green / red / yellow for attacker win / defender hold / draw.
For the first two turns after grappling, both sides exchange a pre-melee musket volley each turn. Merchants cannot fire a volley (untrained crews, no organised musketry), but they do receive enemy volleys in full β casualties and the officer-kill chance both apply. Each side rolls d100; on 1β25 a volley lands, raised to 1β35 if the firing ship has β₯ 20 % soldiers aboard. Casualties are scaled by ship size (small craft a handful of men, ships-of-the-line 15β30+). On the same d100, a roll of 1β5 is a 5 % officer-kill β because 5 is below the hit threshold, every officer-kill roll also lands a successful volley. Officer kills degrade the target's crew quality by one tier (Crack β Experienced β Inexperienced β Untrained).
Each boarding action rolls a d100 for both sides, applies crew-quality modifiers (Crack +10, Experienced +0, Inexperienced β10, Untrained β15), looks the result up on each nationality's NBCF table, and inflicts enemy_committed_crew Γ· your_NBCF casualties on the enemy. Side with fewer losses wins the area (equal losses = Contested draw).
Every melee round also carries an independent 3 % officer-kill chance on the enemy, stacking with musketry. Officer recovery: the surviving lieutenants reorganise β every killed officer is restored one quality tier after 5 turns, capped at the ship's original quality (e.g. an original-Crack ship degraded twice to Inexperienced will recover to Experienced after 5 turns and back to Crack after 10).
Counter-boarding lets the defender commit their Reserve in a sortie against the enemy boarding party, with the chance to physically push the fight back one area. Buttons appear on the engagement card when eligible.
Eligibility (all required):
Resolution step-by-step:
your_Reserve Γ· your_NBCF men.enemy_BP Γ· enemy_NBCF men.On success: the attacker's deepest captured area is cleared (push-back by one zone). Your reserve takes its rolled losses but stays a reserve β you can counter-board again on a future turn if reserves remain and the fight is still at Bulwark / 1st Half Deck.
On failure: your surviving reserve is permanently merged into Defenders for that pair β you cannot counter-board this engagement again. (This matches the auto-commit that happens once fighting reaches the 2nd Half Deck.)
Worked example. HMS Victory (British, NBCF table favourable, 30 Reserve) counter-boards Bucentaure (French, 50 BP committed) at the 1st Half Deck.
30 Γ· 1.8 β 17 men.50 Γ· 2.5 = 20 men.Tactical notes. Counter-boarding is your single best lever as the defender, but the window is narrow β once the attacker secures the 2nd Half Deck it's gone. Keep at least a small Reserve alive on every engagement if you want to retain the option. Initiating a grapple as the "defender" of an already-captured prize? You'll still default to 0 % BP, so manually allocate a Boarding Party first or you'll have nothing to commit.
After each boarding round, if the losing side has lost β₯ 50 % of original crew, a d100 morale check fires: base 40, Crack +20 / Experienced +10 / Inexperienced β10 / Untrained β20, plus β5 per area already lost. Failure has three flavours:
Once an enemy ship is captured (whether by reaching the Stern Castle or by morale break without reserve), use Transfer Prize Crew in the same Boarding tab to formally take her: 10β25 % of your remaining crew, minimum 10 men, 3-turn transfer to a fully operational Prize on your side.
The Crew tab implements the optional crew assignment system (rules M.0 and P.4). This is for players who want detailed crew management.
| Long Guns | Crew | Carronades | Crew | |
|---|---|---|---|---|
| 48-pounder | 14 | 68-pdr carronade | 4 | |
| 42-pounder | 14 | 42-pdr carronade | 4 | |
| 36-pounder | 12 | 36-pdr carronade | 4 | |
| 32-pounder | 12 | 32-pdr carronade | 4 | |
| 30-pounder | 12 | 24-pdr carronade | 3 | |
| 29-pounder | 12 | 18-pdr carronade | 3 | |
| 24-pounder | 10 | 12-pdr carronade | 2 | |
| 18-pounder | 8 | |||
| 12-pounder | 8 | |||
| 9-pounder | 6 | |||
| 8-pounder | 6 | |||
| 6-pounder | 4 | |||
| 4-pounder | 4 | |||
| 3-pounder | 3 | |||
| Β½-pdr swivel | 2 |
If there aren't enough crew for all tasks, penalties are applied on a continuous sliding scale based on the percentage of crew shortage:
The Reference tab provides a weapon range comparison chart showing the effective ranges for all long gun and carronade calibres at each range band (Point Blank through Extreme). This is useful for planning engagements and understanding when different batteries come into play.
The Battle Log records all significant events during the game, stamped with the turn number:
The log provides a complete narrative of the battle that can be reviewed at any time.
The app automatically saves your game state to your browser's localStorage. Your game persists between sessions as long as you don't clear browser data.
Resets all ships, damage, and the turn counter to start fresh.
Reverts any changes made during the current turn, allowing you to redo actions if needed.
The Historical Scenarios feature allows you to load pre-configured famous single-ship actions from the Age of Sail. Each scenario sets the wind conditions, crew experience levels, and full ship data (armament, tonnage, crew complement) based on historical records.
crewQuality is set to Experienced or Inexperienced based on the historical record. For example, Cochrane's elite crew on the Speedy is Experienced, while El Gamo's poorly trained Spanish conscripts are Inexperienced.| Scenario | Date | Weather | Key Historical Context |
|---|---|---|---|
| Speedy vs El Gamo | 6 May 1801 | Light breeze, SW | Lord Cochrane's tiny 14-gun brig (Experienced crew of 54) vs a 32-gun Spanish xebec-frigate (Inexperienced crew of 319). One of the most extraordinary single-ship actions in naval history. |
| Shannon vs Chesapeake | 1 Jun 1813 | Gentle breeze, W | Captain Broke's superbly drilled Shannon (special modifier 1.14) vs Lawrence's newly assembled Chesapeake (modifier 0.90). The action lasted only 11 minutes. |
| Constitution vs Guerriere | 19 Aug 1812 | Fresh breeze, SW | Hull's heavy frigate (Experienced) vs Dacres' 38-gun frigate (Experienced but with a damaged mizzenmast before the action began). |
| Constitution vs Java | 29 Dec 1812 | Moderate breeze, NE | Both Experienced crews. Java carried 426 men including supernumeraries bound for the East Indies. |
| United States vs Macedonian | 25 Oct 1812 | Moderate breeze, S | Decatur's heavy 44-gun frigate with 42-pdr carronades (Experienced) vs Carden's outgunned 38-gun Macedonian (Experienced). |
| Nymphe vs ClΓ©opΓ’tre | 18 Jun 1793 | Gentle breeze, NW | Pellew's well-drilled Nymphe (Experienced) vs ClΓ©opΓ’tre with an Inexperienced Revolutionary crew β many officers had been replaced for political reasons. |
| Essex vs Phoebe | 28 Mar 1814 | Fresh breeze, N | Porter's carronade-heavy Essex (Experienced but disadvantaged at range) vs Hillyar's long-gun-armed Phoebe (Experienced). Heavy weather favoured Phoebe's stand-off tactics. |
| Amethyst vs ThΓ©tis | 10 Nov 1808 | Moderate breeze, W | Both Experienced. The smaller 36-gun Amethyst defeated the larger 44-gun ThΓ©tis off Lorient. |
| HMS Surprise vs Acheron (fictional β 2003 film) | 1805 | Moderate breeze, SE | From the 2003 film Master and Commander: The Far Side of the World (the Acheron does not appear in O'Brian's novels). Aubrey's small 28-gun Surprise (Experienced) vs the heavily armed 44-gun French privateer Acheron (Experienced). |
| HMS Lydia vs Natividad (fictional) | 1808 | Gentle breeze, NE | From C.S. Forester's Hornblower series. Hornblower's 36-gun Lydia (Experienced) vs the 50-gun Spanish Natividad crewed by Inexperienced colonial sailors. |
When creating a new ship, use π Prefill from Famous Ships to populate the form with a historically sourced vessel from the Revolutionary and Napoleonic Wars β frigates, super-frigates, razees (including HMS Majestic), ship-sloops and brig-sloops from Great Britain, France, the United States, Spain and Denmark. Stats (tonnage, sails, crew, armament, bow/stern chasers) follow BTQ sail-count rules and are sourced from threedecks.org and Wikipedia. You can edit any field before adding the ship to your roster, so the library doubles as a fast way to build custom single-ship actions.
Everything in this appendix is what the app uses internally. With these tables on hand you can run every house rule at the table without the companion app. Page numbers in parentheses point back to the rule section.
Multiplies broadside accuracy. Apply once per ship. Merchants take an additional β0.3 (floored at 0). Crack adds +0.2 (house rule); Untrained subtracts β0.2.
| Nationality | NGM |
|---|---|
| Denmark 1801 | 0.65 |
| Denmark 1807 | 0.76 |
| France β Royal Navy 1778β91 | 0.91 |
| France β Republican Navy 1792β1801 | 0.38 |
| France β Imperial Navy 1803β1815 | 0.58 |
| France β Privateers 1792β1801 | 0.34 |
| France β Privateers 1803β1815 | 0.59 |
| Great Britain β Royal Navy 1775β1815 | 1.00 |
| Great Britain β Mail Packets 1812β15 | 0.44 |
| Hapsburg Empire | 0.42 |
| Kingdom of Italy 1803β1815 | 0.45 |
| Kingdom of Naples 1806β15 | 0.40 |
| Kingdom of Sardinia 1792β1801 | 0.41 |
| Kingdom of Sardinia 1803β1815 | 0.48 |
| Kingdom of the Two Sicilies 1792β1801 | 0.40 |
| Kingdom of the Two Sicilies 1803β1815 | 0.47 |
| Ottoman Empire 1792β1815 | 0.15 |
| Portugal 1775β1801 | 0.24 |
| Portugal 1803β15 | 0.37 |
| Republic of Batavia 1796β1801 | 0.43 |
| Republic of Batavia 1803β1814 | 0.49 |
| Republic of Liguria | 0.27 |
| Republic of Venice 1792β1797 | 0.45 |
| Russia 1788β1801 | 0.44 |
| Russia 1803β15 | 0.51 |
| Spain β Navy 1775β83 | 0.36 |
| Spain β Navy 1792β1801 | 0.41 |
| Spain β Navy 1803β1815 | 0.48 |
| Spanish Privateers 1792β1801 | 0.38 |
| Spanish Privateers 1803β1815 | 0.44 |
| Sweden 1788β1801 | 0.46 |
| Sweden 1803β1815 | 0.54 |
| United Provinces of the Netherlands 1780β1795 | 1.00 |
| U.S. Continental Navy 1775β1783 | 0.50 |
| U.S. Navy 1798β1811 | 0.90 |
| U.S. Navy 1812β15 | 1.00 |
Roll d100 each side (apply Expanded-Boarding crew-quality mods: Crack +10, Inexperienced β10, Untrained β15; merchants attacking suffer an extra β20). Look the adjusted roll up on the firing side's table to get the NBCF number. Casualties inflicted on the enemy = your committed crew Γ· your NBCF. A lower NBCF is better (you inflict more).
United States 1775β1815
| d100 | NBCF |
|---|---|
| 76β100 | 2 |
| 56β75 | 3 |
| 26β55 | 6 |
| 1β25 | 12 |
Great Britain β Royal Navy 1775β1815
| d100 | NBCF |
|---|---|
| 82β100 | 3 |
| 34β81 | 6 |
| 25β33 | 9 |
| 1β24 | 12 |
France β Imperial Navy 1803β1815 / Holland
| d100 | NBCF |
|---|---|
| 82β100 | 9 |
| 73β81 | 15 |
| 37β72 | 18 |
| 1β36 | 39 |
Spain 1792β1808 / Portugal
| d100 | NBCF |
|---|---|
| 84β100 | 9 |
| 67β83 | 24 |
| 50β66 | 30 |
| 1β49 | 45 |
Sweden / Denmark / Russia 1792β1815
| d100 | NBCF |
|---|---|
| 82β100 | 6 |
| 34β81 | 9 |
| 25β33 | 11 |
| 1β24 | 18 |
Default (any nationality not listed above)
| d100 | NBCF |
|---|---|
| 81β100 | 15 |
| 61β80 | 30 |
| 41β60 | 39 |
| 1β40 | 45 |
Distances in cm at 1/1200. Multiply by 1.714 for 1/700 and by 0.5 for 1/2400. PB is always 0β2 cm. Carronade ranges are unchanged from the standard table and are included for completeness. The corrected hierarchy means heavier guns outrange lighter ones; the French 36-Livre Long is treated as a 38-pounder equivalent and is slotted between 42 # and 36 # Long.
| Gun | Close | Medium | Long | Extreme |
|---|---|---|---|---|
| 48# Long | 2.1β25 | 25.1β55 | 55.1β85 | 85.1β200 |
| 42# Long | 2.1β25 | 25.1β54 | 54.1β83 | 83.1β197 |
| 36 Livre Long (= 38#) | 2.1β24 | 24.1β53 | 53.1β82 | 82.1β193 |
| 36# Long | 2.1β24 | 24.1β52 | 52.1β80 | 80.1β190 |
| 32# Long | 2.1β23 | 23.1β50 | 50.1β77 | 77.1β183 |
| 30# Long | 2.1β23 | 23.1β49 | 49.1β75 | 75.1β180 |
| 29# Long | 2.1β23 | 23.1β49 | 49.1β75 | 75.1β178 |
| 24# Long | 2.1β22 | 22.1β46 | 46.1β70 | 70.1β168 |
| 18# Long | 2.1β20 | 20.1β40 | 40.1β62 | 62.1β148 |
| 12# Long | 2.1β18 | 18.1β36 | 36.1β55 | 55.1β130 |
| 9# Long | 2.1β17 | 17.1β33 | 33.1β50 | 50.1β120 |
| 8# Long | 2.1β16 | 16.1β32 | 32.1β48 | 48.1β115 |
| 6# Long | 2.1β15 | 15.1β30 | 30.1β45 | 45.1β108 |
| 4# Long | 2.1β14 | 14.1β28 | 28.1β42 | 42.1β100 |
| 3# Long | 2.1β13 | 13.1β26 | 26.1β39 | 39.1β93 |
| Β½# Swivel | 2.1β8 | 8.1β15 | 15.1β23 | 23.1β54 |
| 68# Carronade | 2.1β14 | 14.1β23 | 23.1β35 | 35.1β94 |
| 42# Carronade | 2.1β14 | 14.1β21 | 21.1β32 | 32.1β86 |
| 36# Carronade | 2.1β12 | 12.1β20 | 20.1β31 | 31.1β84 |
| 32# Carronade | 2.1β10 | 10.1β20 | 20.1β30 | 30.1β83 |
| 24# Carronade | 2.1β9 | 9.1β18 | 18.1β27 | 27.1β75 |
| 18# Carronade | 2.1β8 | 8.1β16 | 16.1β24 | 24.1β68 |
| 12# Carronade | 2.1β7 | 7.1β14 | 14.1β21 | 21.1β60 |
Fire spread chance per active fire per turn (roll d100 β€ value to spread one section):
| Wind | Spread chance |
|---|---|
| Slight breeze | 15 % |
| Light breeze | 25 % |
| Gentle breeze | 35 % |
| Moderate breeze | 45 % |
| Fresh breeze | 60 % |
| Gale | 60 % |
Magazine explosion chance by fire age (turns since the fire started; roll d100 β€ value):
| Fire age | Chance |
|---|---|
| 1β3 turns | 0 % |
| 4 turns | 5 % |
| 5 turns | 10 % |
| 6 turns | 20 % |
| 7 turns | 35 % |
| 8+ turns | 50 % |
A positive magazine roll destroys the ship: SP β 0, all fires cleared, status = Exploded. Flooding the magazine (1 turn, 20 % crew) cancels the check entirely but disables every gun on the ship for the rest of the action.
| Ship class | Casualties on successful volley |
|---|---|
| Brigs, Snows, Pojama, Gondola, Ketch, Galley, Polacca, Schooner, Cutter, Xebec, Sloop | 1d3 |
| 5th & 6th rates | 1d6 |
| Large Frigates / 4th rates | 2d6 |
| 3rd rates and above | 3d6 |
Volley hits on d100 β€ 25 (β€ 35 if firing ship has β₯ 20 % soldiers aboard). Officer-kill on d100 β€ 5 (5 %, only on turns 1β2, always also a successful volley).