The Fate of Piracy, Part IV: Statting Ships

For the previous post in this series, click here.

Deciding what “skills” to assign to ships is incumbent upon some understanding of how ships will be used in the narrative of the game. In pirate narratives, whether or not based in fact or fiction, there are some core things that pirate ships “do”: they give chase and flee, they fight (by dealing and taking damage), they weather storms, they carry cargo, they travel.

We’ll use these common situations to determine what stats we need for ships.

Since I like my games gritty, I’ll be using the One-Shift Boxes rule from the Fate Toolkit (this also helps speed fights along!). For ships, I’m going to track Hull damage and Sail damage on separate tracks; the crew will also have a damage (representing numbers/size really) track and a separate morale track.

Barring special rules (which I’ll include later), I’m going to allow the defending player to allocate stress boxes between their Hull, their Sails and their Crew. This will give some longevity to ships while still making every shift of damage received sorely felt, I think.

Ship Aspects
A ship will have three Aspects: a high concept, a trouble, and a crew aspect. For the historical 17th century, we might have a ship with Aspects that look like this:

Converted French Warship
Loose in Stays
Protestant Brethren of the Coast

 Scale
At the outset, I’m convinced that the Scale rules (p. 67 of the Fate Toolkit) need to be used for ships—a four-gun sloop and a 120-gun man-of-war are very different things, even if they both sail the seas.

In the 17th Century, First-Rate through Fourth-Rate ships were “Ships of the Line,” that is, ships that could participate in toe-to-toe battle with the enemy (where the prevailing tactics was to get all of your ships in a single-file bow-to-stern line and sail past the enemy’s similarly-arranged line of ships, trading broadsides until one side or the other became unable or unwilling to continue the fight. By the 18th Century, only ships of the third rate and above were “Ships of the Line;” increases in the number of guns carried and the size of ships meant that fourth-rate ships were too undergunned to participate directly in the battle line.

By that token, in the 17th Century a fifth-rate ship should not be able to stand up to a first-rate ship and have much chance of survival. Remember that a first-rate ship in the 1600’s would have between 90 and 100 cannons, while a fifth-rate would have less than half of that.

If we make unrated ships Scale: 0, and first-rate ships Scale: 6, then a fifth-rate ship attempting to fight a first-rate ship would, according to the Fate Toolkit, take 8 more shifts of damage and deal 8 shifts fewer.

With these things in place, let’s return to our First-Rate versus Fifth-Rate combat. A single successful volley from the First-Rate ship is almost certainly going to cause the Fifth-Rate ship to take at least one consequence, while the fire from the Fifth-Rate ship is likely only to dent the First-Rate ship (I’ll include a minimum of one shift of stress caused no matter the Scale discrepancy, I think).

That’s devastating, but I don’t think it’s unrealistic. Particularly if we’re looking at a Caribbean sort of setting. First, remember, there really weren’t many (if any) ships of Third-Rate or higher deployed to the Caribbean under most circumstances. Second, historically, pirates tended to favor smaller, faster ships for just this reason. Though pirates had to be willing to fight when it came to it, they weren’t soldiers first. They needed enough guns to scare or overpower merchant ships, to be sure, but they needed more speed to make sure that they could catch their prey and evade any military ship that represented a threat to them.

So, I’m going to use this port of the rating system for Scale.

Size
This isn’t the most glamorous of the Skills, nor will it be the most oft used, but there are several purposes for a Size Skill. First, it will determine the additional Stress Boxes for the Hull. Second, it can be used as an attack skill for ramming other ships (not an oft-used tactic in the Age of Sail, and one borne of desperation to be sure, but always an option).

Sailing
Sailing a ship is a complicated business, and certain rigging types are allow for faster sailing with the wind or better sailing against the wind (when “tacking”), but never both. Thus, we could, potentially, break down any sort of “Sailing” skill into a number of subskills that take into account the relative wind direction (and how close to the wind the ship can sail), the raw speed the ship can achieve, and the maneuverability of the ship. Ultimately, though, I don’t think that subdividing the skill is in line with the design philosophy of Fate or helpful to telling good stories—especially when we can handle some of these minor aspects with stunts or, well, Aspects.

Once I’ve got some systems in place, I’ll revisit this to work out details. For now, each ship will have a Sailing Skill.

Cannons
The running broadsides and, worse yet, the raking fire that passes straight from bow to stern, are staples of pirate fiction (and the historical reality that spawned them). In Fate, you’ve got to have a Skill to shoot the enemy with.

Like the Sailing skill, there are a number of components that could factor into the rating of the Cannons skill—the quality of the crew firing them, the size and power of the cannon carried (these could range from three and four pounders up to forty-two pounders) and, of course, the number of cannon carried.

The beauty of the Fate system (one of the beauties, at least) is that, at the end of the day, two ships could both have Cannons +2 for different reasons. Perhaps one has a few large-bore cannon and a crew very-skilled at using them, while the other has many smaller cannon that, together, make an equally-formidable volley. The mechanics only care about the end result or effect without us having to get bogged down in details.

In my mind, the Cannons rating is based primarily upon the number (for its size/Scale) and quality of the guns that it carries, the speed with which they can be fired, and the ability of the crew to effectively use the weapons. Thus, a sloop with Cannons +1 may have six six-pounders, while a brigantine with Cannons +3 may have sixteen eight-pounders—they’re ships of the same Scale (O/Unrated), but the brigantine has a definite advantage in both numbers and power.

Bear in mind the number of men needed to crew a gun: a thirty-six pounder needed 12 gunners, a chief gunner and a powder monkey (a boy to run powder from the ship’s magazine to the gun). Additionally, the heavier the gun, the lower in the ship it needed to be mounted to preserve the ship’s balance in the water.

One example of modifications that could enable faster firing was the gun carriage itself. Apparently, in the 16th century and even for a while into the 17th, the Spanish continued to use two-wheeled gun carriages (with a long wooden “tongue” extending behind them to stabilize them—think of an artillery piece) while the English used four-wheeled carriages. The Spanish guns recoiled less (because of the friction from the carriage), but the English guns could more easily be moved back and reloaded (and moved themselves back with their own recoil), allowing for faster firing.

 The Crew
The heart and soul of a ship is its crew. The Sailing and Cannons skills already incorporate crew skill as a factor in their rank. But, there are things that the crew will do that don’t necessarily involve the ship’s systems, so we need a skill to handle that.

I had first thought to separate out the crew’s abilities into separate skills, but I decided in the end that that kind of granularity was unnecessary, for two reasons: (1) the general competency of the crew is fine to cover most tasks and (2) we can rely on the PC’s skills in leading the crew when differentiation is necessary. This allows us both to keep things relatively simplified and to keep focus on the players.

Bear in mind that the crew’s size is also abstracted into the Crew skill rating, with Scale used to accentuate the difference in size of crews where it truly matters.

Stress and Consequences on board the Ship
I’ve mentioned the Morale Stress track for our ships, but we need several others.

Hull
This stress track will represent the integrity of the ship’s hull and its ability to stay afloat. Its number of stress boxes will be determined by the ship’s Size rating. A ship that takes more Hull damage than it has Stress boxes has been destroyed and is sinking.

Sails
This stress track will represent the integrity of the ship’s sails and rigging; its number of stress boxes will be determined by the ship’s Sailing rating. Being taken out by Sails stress indicates that the ship is adrift and without power.

Crew
This represents the remaining numbers and fighting strength of the men and women aboard the vessel. Its number of stress boxes will be determined by the Fighting rating. Being taken out by Crew stress means that the crew has been injured or killed to such an extent that it can no longer fight as a group or man the ship.

Morale
This stress track follows the general mood and discipline of the crew; it’s number of boxes is determined by the Ship’s Resolve skill. Being taken out by Morale stress means the crew has mutinied against the player characters.

Consequences
I think having the four separate stress tracks is necessary for differentiating the different types of threat (and injury) the ship and its crew will face. However, having separate Consequences for each stress track could quickly prove unwieldy and deleterious to play. So, A ship will have only three Consequence slots that will apply for all of its stress tracks. This means that the players will have to choose very carefully when to use their Consequences to avoid stress to their ship.

The Hold
The Hold is an oddball among the ship’s stats. It’s kind of a stress track, but not really. It’s a track. The Hold represents the amount of space available to the ship (after accounting for guns, crew and basic supplies) for cargo and plunder. A ship may not have more Hold boxes than its Size multiplied by its Scale (count Scale as 1 for Scale: 0 ships), but it may have fewer. I’ll explain how the Hold is used later.

In the next post in the series, I’ll give particular stats for types of ships as well as stunts to modify a ship.

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