βš“ Beat to Quarters – Companion App Guide

Comprehensive guide to the digital companion for Barry J. Fox's Age of Sail naval wargame

β˜… Recent Updates

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).

Damage Control parties (Carpenter & Pumps)

Each ship card now has a πŸ›  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 🌊⚠️ 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 🌊 Waterline and πŸ’§ Magazine badges have been updated to reflect the new rules.

Rigging damage tracking

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 Γ—2 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.

Segmented movement planner

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.

Beating & Tacking (BTQ C.6) β€” strict gate

In-Irons drift recovery β€” four-phase auto state machine

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.

  1. β‘  Locked drift β€” distance is forced to β…“ of last turn's speed in the original heading. No turning, no tacking, no turn-point input.
  2. β‘‘ Drifting with the wind β€” distance is Β½ of beating-base speed in the wind direction regardless of bow. Turning points become available, tacking still forbidden.
  3. β‘’ Beating restored (auto) β€” on the next advance the bow auto-swings back to the heading the ship had before entering irons. Use Hold drift (manual) to defer one more turn, or Force recover now to skip straight to this phase.
  4. β‘£ First move β€” headway capped at 20 mm; normal sailing resumes next turn.

Cross-deck gunnery penalty

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 βˆ’33%, Experienced βˆ’50%, Inexperienced βˆ’65%, Untrained βˆ’80%. Guns that do have native crew fire at full effect. The penalty and gun-count split are written to the battle log.

Manual overrides β€” quick reference

WhereButtonEffect
Movement β†’ ManeuverOverride (manual)Bypasses the prior-turn-beating gate on Begin Tack only.
Movement β†’ In IronsHold drift (manual)Skips the automatic return-to-tack on the next advance.
Movement β†’ In IronsForce recover nowJumps directly to phase β‘’, snapping the heading immediately.
Movement β†’ Maneuverβœ“ Tack completeWhile crossing only β€” declares the bow has cleared the wind.

Collisions & Ramming (BTQ K.0)

Action Report popups

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.

Millimetre inputs everywhere

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.

New Spanish frigates & Battle of Maio

House rules now enabled by default on every scenario

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.

Optional sound effects

The header now has a discreet πŸ”Š / πŸ”‡ speaker toggle next to the donate button. Sound is off by default; the setting is remembered between sessions. When enabled:

Donate button

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.

1. Quick Start

Get playing in seven steps:

  1. Set the wind: Choose a wind direction and strength at the top of the app (or let the app randomise it).
  2. Add ships: Create vessels manually on the Ships tab, or click βš“ Historical Scenarios to load a pre-configured action.
  3. Plan movement: Use the Movement tab to calculate each ship's speed, heading changes, and remaining distance for the turn.
  4. Fire broadsides: Switch to the Gunnery tab, select the firing ship, target, arc, range, shot type and aim, then press FIRE.
  5. Track damage: Review hull, sail, crew, and special damage on the Damage tab. Apply manual sail removals or fires as needed.
  6. Board enemy ships: When ships are in contact, use the Boarding tab to grapple, assign crew, and resolve boarding combat zone by zone.
  7. Advance the turn: Click Advance Turn to progress to the next game turn. Every 10 turns the app checks for wind changes.
Simultaneous fire: When multiple ships fire in the same turn, you can defer applying damage until all ships have fired. Simply fire each ship's broadside in the Gunnery tab, then apply the accumulated damage on the Damage tab at the end of the turn. This simulates simultaneous broadsides and prevents first-mover advantage where one ship's damage degrades the other before it can return fire.

2. Getting Started

What is Beat to Quarters?

Beat to Quarters is a detailed miniatures wargame of Age of Sail naval combat during the Revolutionary and Napoleonic Wars (1775–1815), 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.

What does the companion app do?

The companion app automates all the calculations that the tabletop game requiresβ€”gunnery 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.

No dice needed. When using the companion app, all percentage rolls are handled automatically. The depth of Barry's system is preservedβ€”it's simply hidden from view. Every roll and modifier is recorded in the battle log for full transparency.

3. Game Setup

Wind

At the top of the app you'll find the wind controls:

Turn Counter

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).

Core Rules (Always Active)

These rules are always in effect and cannot be toggled off:

Double Shot Range Restriction

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.

Dismasting Cascade (10%)

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.

Grapple Size Penalty

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 βˆ’15 per rank difference beyond 1 (e.g., a 6th Rate grappling a 3rd Rate = 3 ranks difference = βˆ’30 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.

Untrained Crew Quality

A fourth crew quality tier below Inexperienced, representing poorly trained crews (Ottoman coastal forces, Spanish colonial militia, pressed landsmen). Stats: βˆ’0.2 NGM (accuracy penalty), βˆ’15 boarding NBCF modifier, βˆ’20 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).

House Rule Toggles

The app supports several optional rules that can be toggled on or off:

Wind Gauge Effects (Geometry of Fire)

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.

  1. Position + Aim Matrix: Windward hull fire gets +0.1 NGM (firing downhill into hull), windward rigging fire gets βˆ’0.1 NGM, windward crew fire gets +0.05 NGM. Leeward hull fire gets βˆ’0.1 NGM (shots tend high), leeward rigging fire gets +0.1 NGM (natural elevation assists).
  2. Shots Going High: Leeward hull fire increases the going-high chance by +15% at all range bands; windward hull fire decreases it by βˆ’10%.
  3. Lower Deck Ports in Heavy Weather: Ships in leeward position keep their lower gunports open in Fresh breeze or Gale (heel raises windward-side guns clear), while windward ships lose their heaviest guns as normal.
  4. Hulled Between Wind and Water: Windward hull fire at Close or PB range has a 10% chance of striking the exposed underwater hull, dealing +25% bonus damage and tracking waterline hits on the target.
  5. Smoke Penalty: Leeward ships firing at Long or Extreme range suffer βˆ’0.05 NGM from drifting gunsmoke.

Enhanced Raking Fire (Storm of Splinters)

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.

  1. Adjusted Multipliers: Bow rake increases from 1.1Γ— to 1.25Γ—; stern rake from 1.25Γ— to 1.5Γ—.
  2. Automatic Crew Casualties: All rakes inflict bonus crew casualties regardless of aim type: 5% of total damage on bow rakes, 15% on stern rakes, representing shot sweeping the length of the deck.
  3. Catastrophic Stern Rake Critical (d100): Each stern rake has a 15% chance of a catastrophic secondary effect: Rudder destroyed (1–5), Wheel destroyed (6–8), Officer casualty reducing crew quality by one tier (9–12), or Double gun dismount losing 2 extra guns (13–15).
  4. Bow Rake Critical: 3% chance (roll 1–3) of bowsprit/jibs damage, losing one sail section. The bow was heavily reinforced with structural timbers, making catastrophic hits rare.
  5. Catastrophic Reroll: If a catastrophic effect has already been applied (e.g., rudder already destroyed), the system automatically rerolls up to 3 times. If all rerolls land on inapplicable effects, it randomly selects from the remaining applicable effects. If all possible effects are exhausted, the critical is skipped with a log message.
  6. Officer Recovery: When an officer is killed (quality degraded), a replacement arrives after 5 turns, restoring quality by one step (capped at original quality). Multiple kills stack: the second recovery is scheduled 5 turns after the first.

Expanded Boarding Combat

Adds tactical depth to boarding actions with seven mechanics:

  1. Crew Quality NBCF Modifier: Crack crews receive +10 to their NBCF roll; Inexperienced crews suffer βˆ’10. Experienced crews have no modifier. Applied independently to both sides.
  2. Musketry Volley (First 2 Turns Only): During the first two turns of boarding, both sides fire a pre-melee musket volley. Merchant ships cannot fire volleys, but they do receive incoming volleys (casualties and the 1-in-20 officer-kill both apply). Each side rolls d100 β€” on 1–25 (or 1–35 if β‰₯20% soldiers), casualties are inflicted before melee, scaled by ship size:
    Ship ClassVolley Casualties
    Brigs, Snows, small craft1d3 (1–3)
    5th & 6th rates1d6 (1–6)
    Large Frigates / 4th rates2d6 (2–12)
    3rd rates and above3d6 (3–18)
    On a volley roll of 1–5 (a 5 % chance on the same d100 that resolved the volley), an enemy officer is killed β€” degrading their crew quality by one tier (Crackβ†’Experienced, Experiencedβ†’Inexperienced, Inexperiencedβ†’Untrained). Because 5 is well below the 25/35 hit threshold, every officer-kill roll also lands a successful volley. After turn 2, things are too confused for organized volley fire.
  3. Crew Allocation: When grappled, crew is split into three groups: Boarding Party, Defenders, and Reserve. Default allocations are role-aware: the attacker (grapple initiator) defaults to 70% Boarding Party, 20% Defenders, 10% Reserve; the defender (grappled ship) defaults to 0% Boarding Party, 70% Defenders, 30% Reserve β€” historically, the defending ship committed no hands to boarding but lined the bulwarks and held a reserve for counter-attack. NBCF calculations use these specific group sizes. Casualties are deducted from the active group first, with overflow to reserve. All allocations are adjustable via number inputs on the engagement card.
  4. Counter-Boarding: Defenders may commit their Reserve to push back the attacker, available only while fighting is at the Bulwark or 1st Half Deck. Uses NBCF rolls between reserve and enemy boarding party. Success pushes the attacker back one area; failure merges the reserve into defenders. Once fighting reaches the 2nd Half Deck, reserves auto-commit into defenders.
  5. Morale Break Rules: After each boarding round, if the losing side has lost β‰₯50% of original crew, a d100 morale check is required (base 40, Crack +20, Experienced +10, Inexperienced βˆ’10, Untrained βˆ’20, βˆ’5 per area lost). Attacker breaks: boarding party retreats, all boarding progress resets, ships remain grappled. Defender breaks with reserve: survivors merge with reserve to defend the next area; counter-boarding disabled. Defender breaks without reserve: ship surrenders (Captured, SP 0).
  6. 3% Melee Officer Kill: Each round of boarding combat carries a 3% chance (d100 ≀ 3) of killing an enemy officer, degrading their crew quality by one tier (down to Untrained). This is independent of and stacks with the musketry officer kill chance (turns 1–2 only).
  7. Officer Recovery: When an officer is killed (from any source β€” musketry, melee, or raking fire), a replacement arrives after 5 turns, restoring crew quality by one step (capped at original quality). Multiple kills stack: each subsequent recovery is scheduled 5 turns after the previous one.

Scale Selector

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.

This setting is saved in your browser (localStorage) and is included when you export/import game state.

4. Ships Tab

Creating a Ship

Tap Add Ship to create a new vessel. You'll need to enter:

Gun Configuration

For each ship, you configure the broadside armament:

Special Options

Derived Statistics

The app automatically calculates these from your inputs:

AbbreviationFull NameFormula
HVNHull Value NumberTonnage Γ— 2
SVNSail Value NumberHVN Γ· (Sails Γ— 1.3)
GDNGunnery Damage NumberHVN Γ· Total Guns
LGBWNLong Gun Broadside Weight NumberSum of (qty Γ— poundage) for long guns in one broadside
CBWNCarronade Broadside Weight NumberSum of (qty Γ— poundage) for carronades in one broadside
PVNPoint Value NumberBroadside value Γ— Nationality modifier Γ— Tonnage (carronades at half value)

Ship Cards

Each ship appears as a card showing:

5. Movement Tab

Point of Sail

The app calculates each ship's position relative to the wind using the 32-point compass system:

Speed Tables

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:

Heading Changes

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).

Drifting

Dismasted ships or those with no sail set drift downwind at their drifting speed.

6. Gunnery Tab

Firing Procedure

The app implements the two-step gunnery system from the rules (F.9):

  1. Step 1 – Finding Hits: D Γ— R Γ— Q (dice roll Γ— range modifier Γ— quantity of guns)
  2. Step 2 – Finding Damage: H Γ— P Γ— N Γ— S (hits Γ— poundage Γ— nationality modifier Γ— shot modifier)

Setting Up a Shot

Shot Types

Shot TypeModifierMax RangeEffect
Ball (Round Shot)1.0ExtremeStandard shot, damages hull. High or low aim.
Double Shot1.25CloseTwo 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)2.5MediumTargets rigging and sails. High aim only. Maximum 8 available.
Grape Shot1.50CloseAnti-personnel, crew only. Low aim only. Maximum 4 available.
Canister2.50Point BlankMaximum anti-personnel effect, crew only. Low aim only. Maximum 4 available.

Shot Type Modification Table

When the Shot Type Modification house rule is enabled, the shot multipliers are adjusted to rebalance ammunition effectiveness:

Shot TypeStandard ModifierModified Modifier
Ball1.01.0
Double Shot1.251.25
Dismantling2.51.5
Grape Shot1.501.2
Canister2.501.6

This significantly reduces Dismantling and Canister's extreme multipliers, making them less dominant.

Hull Shots Going High

When aiming at the hull at longer ranges, some shots may go high and hit the rigging instead. This uses a two-roll system:

  1. First roll (d100): Determines if any shots go high, based on range:
RangeChance of Shots Going High
Point Blank0%
Close0%
Medium15%
Long30%
Extreme50%
  1. Second roll (d100): If the first roll succeeds, a second roll determines what percentage of the broadside's damage hits rigging instead of hull (1–100%). The remaining damage still hits the hull.

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.

Aim Types

Raking

When firing into an enemy's bow or stern, the raking bonus appliesβ€”significantly increasing damage. The app detects raking geometry and applies the appropriate modifier.

Initial Broadside

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.

Partial Broadside

If only some guns bear on the target, you can fire a partial broadside by selecting fewer guns.

Simultaneous Fire (Deferred Damage)

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.

Lower Gun Port Closure

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.

7. Damage Tab

Hull Damage

Hull damage is tracked as cumulative damage points. The percentage of hull damage (points Γ· HVN) determines:

Special Damage Rolls

Each time hull damage crosses a 5% threshold, a d100 is rolled for special damage:

d100 RollResultSP Lost
1Fire startsβˆ’1 SP
2–3Rudder destroyedβˆ’2 SP
4–5Wheel destroyedβˆ’1 SP
6–100No special damageβ€”

Sail & Mast Damage

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 cascadeβ€”upper sections fall with the lower. Dismasting (losing all masts) incurs a βˆ’3 SP penalty and the ship displays the πŸ”» DISMASTED indicator.

Mast Section SP Loss (BTQ 6.98)

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:

Surrender Points (SP) β€” Complete Reference

All ships start with 10 SP (some scenarios may vary). SP are lost for:

CauseSP Lost
Every 5% hull damage1
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 boarded2
Ship on fire1
Crew at 75% remaining1
Crew at 50% remaining2
Crew at 25% remaining3
Crew at 10% remaining3
Crew at 0%Ship strikes its colours (auto-surrender)

When SP reaches 0, the ship must strike its colours (surrender).

PVN Ratio Surrender (Rules H.1.5 & H.1.6)

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 PVNSP Lost
β‰₯ 1.1 : 1βˆ’3
β‰₯ 1.5 : 1βˆ’4
β‰₯ 2.0 : 1βˆ’5
β‰₯ 3.0 : 1βˆ’6
β‰₯ 4.0 : 1βˆ’7
β‰₯ 5.0 : 1βˆ’8
β‰₯ 6.0 : 1βˆ’9
β‰₯ 7.0 : 1βˆ’10 (strikes immediately)

Multi-ship / unsupported ship (any action with more than one ship per side):

Enemy PVN Γ· Friendly PVNSP Lost
β‰₯ 2.0 : 1βˆ’2
β‰₯ 3.0 : 1βˆ’3
β‰₯ 4.0 : 1βˆ’4
β‰₯ 5.0 : 1βˆ’5

Worked example. A British 36-gun frigate (PVN β‰ˆ 800) duels a French 74 (PVN β‰ˆ 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.

Crew Quality PVN Multiplier (House Rule)

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 QualityCQMWhy
CrackΓ—1.25+0.2 NGM (~+15–20 % gunnery) plus Initial Broadside, +10 % fire extinguishing, +10 NBCF boarding bonus, +20 morale.
ExperiencedΓ—1.00Baseline β€” the rulebook's implicit assumption.
InexperiencedΓ—0.85No Initial Broadside, βˆ’10 NBCF, βˆ’10 morale (~βˆ’15 % effective combat power).
UntrainedΓ—0.70βˆ’0.2 NGM, βˆ’15 NBCF, βˆ’20 morale, no fire bonus (~βˆ’30 %).

How to apply it without the app.

  1. Calculate each ship's PVN normally: Broadside Γ— Nationality Modifier Γ— Tonnage (carronades at half value; merchants apply βˆ’0.3 to the modifier, floored at 0; unarmed = HVN Γ· 5).
  2. Multiply by the CQM for that ship's crew quality. Round to the nearest whole number.
  3. Sum each side and compare. The app uses these bands: Balanced (within 20 %), Favoured (20–50 %), Heavily Favoured (over 50 %).

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 (Γ—1.00). 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.

Fire System

When Enhanced Fire Rules are active:

Ship Condition Summary

The Damage tab includes a consolidated Ship Condition panel for each vessel, showing all damage states at a glance:

Manual Controls

The Damage tab also provides manual controls for:

8. Boarding Tab

Alliance System & Grapple Restrictions

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).

Prize Crew Transfer

After a ship strikes and is grappled, the captor can Transfer Prize Crew from the Boarding tab:

Multi-Ship Grappling

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.

Engagement Cards

Each grappled pair is displayed as an engagement card showing:

Prerequisites

  1. Ships must be grappled (only from the Boarding tab).
  2. One full game turn must pass after grappling before boarding can begin.

Boarding Zones

Boarding is fought in four sequential zones:

  1. Bulwark: The initial fight at the ship's side. Attackers must overcome defenders here first.
  2. 1st Half Deck: The forward portion of the upper deck.
  3. 2nd Half Deck: The aft portion of the upper deck.
  4. Stern: The final defensive position. Capturing this means capturing the ship.

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.

Nationality Boarding Casualty Factors

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.

Expanded Boarding β€” Detailed Walkthrough

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.

1. Crew Allocation (BP / Def / Res)

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.

2. The Four Zones & Turn Flow

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: βš” Bulwark β€” HMS Victory wins! Losses: Victory: 12, Bucentaure: 18"), colour-coded green / red / yellow for attacker win / defender hold / draw.

3. Musketry Volley (Turns 1–2 only)

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 1–25 a volley lands, raised to 1–35 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 15–30+). On the same d100, a roll of 1–5 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).

4. Melee Resolution & Officer Kills

Each boarding action rolls a d100 for both sides, applies crew-quality modifiers (Crack +10, Experienced +0, Inexperienced βˆ’10, Untrained βˆ’15), 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).

5. Counter-Boarding (the defender's punch back)

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:

  1. Both sides roll d100. Apply quality mods (Crack +10 / Inexperienced βˆ’10; Untrained and Experienced get 0 in the counter-board roll).
  2. Look each adjusted roll up on the relevant nationality's NBCF table.
  3. Compute losses:
    • Enemy boarding party loses your_Reserve Γ· your_NBCF men.
    • Your reserve loses enemy_BP Γ· enemy_NBCF men.
  4. Side that took fewer losses wins the counter-board.

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.

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.

6. Morale Break Rules

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 βˆ’10 / Untrained βˆ’20, plus βˆ’5 per area already lost. Failure has three flavours:

7. Surrender, Capture & Prize Crew

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: 10–25 % of your remaining crew, minimum 10 men, 3-turn transfer to a fully operational Prize on your side.

9. Crew Tab

Optional Crew Assignment

The Crew tab implements the optional crew assignment system (rules M.0 and P.4). This is for players who want detailed crew management.

Crew Allocation

Undermanning Effects

If there aren't enough crew for all tasks, penalties are applied on a continuous sliding scale based on the percentage of crew shortage:

10. Reference Tab

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.

11. Battle Log Tab

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.

12. Game Management

Save & Auto-Save

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.

Export / Import

New Game

Resets all ships, damage, and the turn counter to start fresh.

Restart Turn

Reverts any changes made during the current turn, allowing you to redo actions if needed.

13. Historical Scenarios

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.

How to Use

  1. Open the Ships tab.
  2. Click βš“ Historical Scenarios to expand the scenario selector.
  3. Browse the available scenarios β€” each shows the date, a tactical description, and whether it is historical or fictional.
  4. Click Load Scenario and confirm. This resets the current game and creates both ships with all their gun decks, crew, and experience pre-configured.

What Gets Set Automatically

Available Scenarios

ScenarioDateWeatherKey Historical Context
Speedy vs El Gamo6 May 1801Light breeze, SWLord 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 Chesapeake1 Jun 1813Gentle breeze, WCaptain 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 Guerriere19 Aug 1812Fresh breeze, SWHull's heavy frigate (Experienced) vs Dacres' 38-gun frigate (Experienced but with a damaged mizzenmast before the action began).
Constitution vs Java29 Dec 1812Moderate breeze, NEBoth Experienced crews. Java carried 426 men including supernumeraries bound for the East Indies.
United States vs Macedonian25 Oct 1812Moderate breeze, SDecatur's heavy 44-gun frigate with 42-pdr carronades (Experienced) vs Carden's outgunned 38-gun Macedonian (Experienced).
Nymphe vs ClΓ©opΓ’tre18 Jun 1793Gentle breeze, NWPellew'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 Phoebe28 Mar 1814Fresh breeze, NPorter'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©tis10 Nov 1808Moderate breeze, WBoth Experienced. The smaller 36-gun Amethyst defeated the larger 44-gun ThΓ©tis off Lorient.
HMS Surprise vs Acheron (fictional β€” 2003 film)1805Moderate breeze, SEFrom 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)1808Gentle breeze, NEFrom C.S. Forester's Hornblower series. Hornblower's 36-gun Lydia (Experienced) vs the 50-gun Spanish Natividad crewed by Inexperienced colonial sailors.
Tip: After loading a scenario, all house rule toggles remain as you set them. You can enable or disable Enhanced Fire Rules, Reduced Crew Damage, etc. independently of the scenario. The scenario only sets ships, wind, and crew experience.

Famous Ships Library (roster prefill)

When creating a new ship, use πŸ“œ 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.

Credits: Beat to Quarters was designed by Barry J. Fox (1981). The 2025 edition and companion app were created by Linus Spjutsberg with Barry's full collaboration and permission. Game mechanics and historical research: Barry J. Fox. Visual presentation, companion app, and house rules: Linus Spjutsberg.

Appendix: Reference Tables for Off-App Play

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.

A. Nationality Gunnery Modifier (NGM)

Multiplies broadside accuracy. Apply once per ship. Merchants take an additional βˆ’0.3 (floored at 0). Crack adds +0.2 (house rule); Untrained subtracts βˆ’0.2.

NationalityNGM
Denmark 18010.65
Denmark 18070.76
France β€” Royal Navy 1778–910.91
France β€” Republican Navy 1792–18010.38
France β€” Imperial Navy 1803–18150.58
France β€” Privateers 1792–18010.34
France β€” Privateers 1803–18150.59
Great Britain β€” Royal Navy 1775–18151.00
Great Britain β€” Mail Packets 1812–150.44
Hapsburg Empire0.42
Kingdom of Italy 1803–18150.45
Kingdom of Naples 1806–150.40
Kingdom of Sardinia 1792–18010.41
Kingdom of Sardinia 1803–18150.48
Kingdom of the Two Sicilies 1792–18010.40
Kingdom of the Two Sicilies 1803–18150.47
Ottoman Empire 1792–18150.15
Portugal 1775–18010.24
Portugal 1803–150.37
Republic of Batavia 1796–18010.43
Republic of Batavia 1803–18140.49
Republic of Liguria0.27
Republic of Venice 1792–17970.45
Russia 1788–18010.44
Russia 1803–150.51
Spain β€” Navy 1775–830.36
Spain β€” Navy 1792–18010.41
Spain β€” Navy 1803–18150.48
Spanish Privateers 1792–18010.38
Spanish Privateers 1803–18150.44
Sweden 1788–18010.46
Sweden 1803–18150.54
United Provinces of the Netherlands 1780–17951.00
U.S. Continental Navy 1775–17830.50
U.S. Navy 1798–18110.90
U.S. Navy 1812–151.00

B. Nationality Boarding Casualty Factor (NBCF) Tables

Roll d100 each side (apply Expanded-Boarding crew-quality mods: Crack +10, Inexperienced βˆ’10, Untrained βˆ’15; merchants attacking suffer an extra βˆ’20). 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 1775–1815

d100NBCF
76–1002
56–753
26–556
1–2512

Great Britain β€” Royal Navy 1775–1815

d100NBCF
82–1003
34–816
25–339
1–2412

France β€” Imperial Navy 1803–1815 / Holland

d100NBCF
82–1009
73–8115
37–7218
1–3639

Spain 1792–1808 / Portugal

d100NBCF
84–1009
67–8324
50–6630
1–4945

Sweden / Denmark / Russia 1792–1815

d100NBCF
82–1006
34–819
25–3311
1–2418

Default (any nationality not listed above)

d100NBCF
81–10015
61–8030
41–6039
1–4045

C. Alternate Ranges (House Rule)

Distances in cm at 1/1200. Multiply by 1.714 for 1/700 and by 0.5 for 1/2400. PB is always 0–2 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.

GunCloseMediumLongExtreme
48# Long2.1–2525.1–5555.1–8585.1–200
42# Long2.1–2525.1–5454.1–8383.1–197
36 Livre Long (= 38#)2.1–2424.1–5353.1–8282.1–193
36# Long2.1–2424.1–5252.1–8080.1–190
32# Long2.1–2323.1–5050.1–7777.1–183
30# Long2.1–2323.1–4949.1–7575.1–180
29# Long2.1–2323.1–4949.1–7575.1–178
24# Long2.1–2222.1–4646.1–7070.1–168
18# Long2.1–2020.1–4040.1–6262.1–148
12# Long2.1–1818.1–3636.1–5555.1–130
9# Long2.1–1717.1–3333.1–5050.1–120
8# Long2.1–1616.1–3232.1–4848.1–115
6# Long2.1–1515.1–3030.1–4545.1–108
4# Long2.1–1414.1–2828.1–4242.1–100
3# Long2.1–1313.1–2626.1–3939.1–93
Β½# Swivel2.1–88.1–1515.1–2323.1–54
68# Carronade2.1–1414.1–2323.1–3535.1–94
42# Carronade2.1–1414.1–2121.1–3232.1–86
36# Carronade2.1–1212.1–2020.1–3131.1–84
32# Carronade2.1–1010.1–2020.1–3030.1–83
24# Carronade2.1–99.1–1818.1–2727.1–75
18# Carronade2.1–88.1–1616.1–2424.1–68
12# Carronade2.1–77.1–1414.1–2121.1–60

D. Fire Spread & Magazine Explosion

Fire spread chance per active fire per turn (roll d100 ≀ value to spread one section):

WindSpread chance
Slight breeze15 %
Light breeze25 %
Gentle breeze35 %
Moderate breeze45 %
Fresh breeze60 %
Gale60 %

Magazine explosion chance by fire age (turns since the fire started; roll d100 ≀ value):

Fire ageChance
1–3 turns0 %
4 turns5 %
5 turns10 %
6 turns20 %
7 turns35 %
8+ turns50 %

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.

E. Musketry Volley Casualty Dice (Expanded Boarding)

Ship classCasualties on successful volley
Brigs, Snows, Pojama, Gondola, Ketch, Galley, Polacca, Schooner, Cutter, Xebec, Sloop1d3
5th & 6th rates1d6
Large Frigates / 4th rates2d6
3rd rates and above3d6

Volley hits on d100 ≀ 25 (≀ 35 if firing ship has β‰₯ 20 % soldiers aboard). Officer-kill on d100 ≀ 5 (5 %, only on turns 1–2, always also a successful volley).