The War of 1821

Bomb, Explosive and Fire Ships 

Additional rules for Demolition ships

 Bomb Vessels were light (Class 4) vessels that carried Mortars for shore bombardment. 

Bomb vessel - Wikipedia

These vessels are currently beyond the scope of this game BUT maybe included in future campaigns for reducing fortification.

 

Explosive Ships were similar to fire ships excepted they were packed with barrels of gunpowder and had a timed (black powder ) fuse. Used between the late 14th and early 19th century against harbor targets they were expensive, and usually ineffective, thus rarely used after the 17th century.

 

In this War of 1821 Campaign, the Admirals can sacrifice their ships to become Explosive vessels.

 

Explosive ships in Close Action start the game with no Guns or Crew.

They start the game at a sail state set by the owner and sail straight ahead from their starting point.

They start the game with a fire onboard and with a set fuse time decided on by the owner between 1-9 turns. On the Maintenance Phase of the turn in which the Explosive Ship is set to explode, and every turn after, until the ship explodes, the owner rolls a D6.

Turn number 1 2 3 4
Roll to Explode 1-3 1-4 1-5 1-6

 

Blast Damage: Similar to the standard rules for an exploding ship in Close Action, page 26 8.E10

Except for the following changes to the damage done:

Exploding ship class 1: 2: 3: 4:
Range 1: 52 47 42 37
Range 2: 37 32 27 2

Burning Debris: Same as listed on page 26, 8.E.11

Harbor Chain Demolition: Explosive Ships can be used to break Harbor chains: Roll D10

Exploding ship class 1: 2: 3: 4:
Roll to Break Chain 6-9 7-9 8-9 9

 

Fire Ships were similar to Explosive ships excepted they were packed tar, pitch and old sail cloth. Used between the late 14th and early 19th century against harbor targets with mixed results.

 

In this War of 1821 Campaign, the Admirals can sacrifice their ships to become Fire Ships.

 

Fire ships in Close Action start the game with no Guns or Crew.

They start the game at a sail state set by the owner and sail straight ahead from their starting point.

They start the game with a fire onboard. They add another fire every 5 turns.

When their hull value reaches Zero, the ships is now burning right down to the water line. The ship stops moving, and on the Maintenance Phase of that turn and every turn after, a roll of 2 on 2d6 results in the ship sinking. 

 

 

 
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