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Full Sail

Version 2.0
A Full Thrust Variation
Originally by Mike Hudak
Stolen by The Dread Pirate Daryl Lonnon

Avast thar ye mateys. Say ye wish to sail the high seas, plunder the coasts
of the Spanish Main and cheat Davey Jones himself. Then look no
further, for here resides Full Sail, the Full Thrust variation for sailing the
high seas and sending your scurvy blackhearted enemies down to Davey
Jone’s Locker.
friends saying things like “Avast,
1.0 What is Full Sail? ya blackhearted scoundrel, I’ll
Full Sail is a series of simple have ya walkin the plank next
modifications on top of Full Thrust time!” then keep on reading.
to play Age of Sail games. Full
Thrust is a fleet level spaceship 2.0 Movement
game that is based on cinematic Movement is similar to Full Thrust
look and feel. Since spaceships in movement. If you already know Full
movies often behave similarly to Thrust’s cinematic movement
Age of Sail vessels, Full Thrust system, you already know almost all
already meets many of the you need to play.
qualifications required to run a
good Age of Sail game. “But the high seas aren’t anything
like space!” I hear you say. You’re
If you are looking for an Age of right; as such we’re going to make
Sail game that tracks every a few modifications.
cannonball and cabin boy, this isn’t
it. If you are looking for a good set 2.1 Sails and Rudder
of rules to use those umpteen If you jumped to the ships
million “Pirates of the Spanish descriptions, you’ve already
Main” ships you’ve managed to spotted some unfamiliar “systems”.
collect, while staring down your
The large rectangles are your ships 2.2 Sit and Spin
sails. The triangle in the aft is the For spaceships, sitting and spinning
rudder. Before you get all is allowed. It’s silly in the water.
confused, their functions are Your ships must still use their
almost identical to a standard Full rudders to turn their ships in a
Thrust ship’s engines. The sails different direction (this
provide acceleration; each sail has represents oars being used over
an acceleration level (typically 1-6), the side or a longboat pulling the
larger vessels requiring more sails craft about).
to get them going (the average
vessel will have an acceleration 2.3 Maximum Speed
level between 4 and 6). The In the depths of space, you can
rudder provides turning points. get a ship screaming along. In the
ocean a little thing called friction
In addition, sails take only one will tear your vessel apart long
threshold check to be disabled before you can get it up to Mach 3.
(like any other systems), while As such, there is a maximum speed
rudders are the same as engines that each ship is capped at. This
(taking two failed threshold speed is 12 inches plus their
checks to disable, providing only maximum acceleration per turn. In
half their turning points while example, a sloop with 6 sails worth
damaged). of acceleration can accelerate up
to 18”. Sailing with the wind and
Starting at 30 mass, for every 20 utilizing oarsmen can increase the
additional mass points (or part distance you effectively cover, but
thereof) a vessel requires one the maximum you can accelerate up
additional sail (beyond the one to is always 12+Current Sails
required of all vessels). So a mass inches per turn.
30 vessel must have 1 sail, a mass
50 vessel must have 2 sails, and so 2.4 Deceleration
on and so on. Each sail must have You can’t just reverse your sails to
some of the propulsion points of slow a sailing ship down. In order
the vessel. Sails may also have ½ to decelerate, you’ve two options.
of a propulsion point (i.e. a 5 mast You can coast, which gives a
100 mass Man’O’War could have 5 deceleration of 2, or you can drop
x ½ point sails giving a propulsion your anchor, which will decelerate
of 2 ½). Any ½ propulsion points are you by 4. If you drop your anchor,
rounded down during the game. the next turn your max
acceleration is 2 less (down to 0), determine if you’re moving with or
representing the time you need to against the wind, look to see if a
pull the anchor back in. Any line coming out of the wind passes
oarsmen on board may also apply through your forward or aft firing
their oars in the reverse direction arc (or another way of putting it,
as well, effectively slowing the if the closest point of the wind’s
vessel down. table edge is in your forward arc,
you’re heading into the wind. If it’s
2.5 Demasted Vessels in your aft arc, you’re heading with
A vessel which has lost all of it’s the wind).
masts must decelerate (at least)
2” per round. 2.7 The Current (optional)
A strong current can be deadly,
2.6 The Wind dashing your foundering ships upon
What’s a game based on the Age of the rocks. If you’re playing with
Sail like without the wind? At the the current, determine its
start of the game, decide on the direction randomly and determine
winds direction. Do this by its strength by rolling a d6 divided
assigning each table edge a number by 2 rounded down (to give a
and roll a d4. The wind will be number 0-3). At the end of every
coming out of that table edge for movement, move all ships in the
the remainder of the game. direction of the current the
(For simplicity, we’ll currently indicated amount. If ships are
assume the wind won’t change pushed into the shore or a reef,
strength or direction during the they can run aground (see below).
course of the game). Then roll a If you have an anchor deployed
d10 divided by 2 and round down (see deceleration), you can lessen
(giving a number between 0-5). the effects of the current by 2.
This is the winds strength.
2.8 Running Aground (optional)
If you ever begin a turn moving There are dangerous coasts across
against the wind, you subtract the the world, reefs hidden beneath
winds strength from your current the murky depths, sand bars that
speed (down to 0). If you’re ever can leave a Man’O’War high and
moving with the wind at the dry, all of these can cause your
beginning of your turn, then you vessel to run aground. A vessel
add the wind’s strength to your that ever moves through a land
movement for that round only. To area has run aground. It
immediately takes one d6 worth of contact may perform boarding
hull damage per 6” (or part actions versus one another or
thereof with 0” still being a d6) it transfer crew from one to another.
was moving at (subtract 1d6 if it You may only “contact” one ship per
hits sand). If the terrain was a turn (although other ships may
surface detail (cliff, island, contact you).
exposed sand bar) the vessel also
immediately stops. If the terrain 2.10 Shadowing and Ramming
was a submerged feature Orders
(submerged reef or sandbar) the Ramming and Shadowing are special
vessel immediately loses 3d6 of its orders. You must write two sets of
speed (down to 0). A vessel that is orders on turns you wish to either
trapped upon a terrain feature will Ram or Shadow. One is
continue to take damage (1d6) until Ram/Shadow <vessel name>, and
it can free itself and move away. the other is a standard set of
Note, that even submerged terrain orders. You may only submit a Ram
features have some width, as such order if the vessel you seek to ram
you will often need to cross that is within 12” and in your forward
width before you can escape the firing arc, you may only submit a
feature (losing 3d6 of speed each Shadow order if the vessel you
time you re-ram it), or you can seek to shadow is within 12” and in
take the long onerous route of your forward firing arc AND your
trying to turn the ship around. are in one of their aft 3 firing arcs.

Oarsmen may apply their oars in When movement occurs, roll a d6.
either the forward or reverse On a 4 or above you succeed in
directions. As such, they are your ram or shadow. Otherwise you
particularly good at freeing a ship must carry out the other set of
that has run aground. orders.

2.9 Moving Into Contact When ramming you immediately


Anytime you are within 1” of move your ship taking whatever
another ship, you are said to be in orders you wish. If you can make
contact with that ship (the contact, you have successfully
assumption is if you are that close, rammed the ship. The ship you
you can maneuver the minor rammed immediately slows down by
distance and perform boarding 3d6 (down to 0). And will take d6
actions). Two ships that are in per 6” of movement at the end of
the firing phase. In addition, your cannon batteries). Each battery
vessel takes d3 per 6” of has limited arcs. If mounted
movement at the end of the firing forward or aft, they have one arc,
phase. Your two ships are locked if mounted port or starboard, they
together for this round and your have 2 arcs. Either way they cost
ship will move with theirs. If two the same. Type 2 batteries,
ships decide to ram one another however cost 3 mass instead of
and both are successful, move the normal 2.
them immediately together
(meeting halfway between one 3.3 Shore Batteries
another).and both take damage as Shore batteries can mount bigger
above. cannons (in better mounts) than a
sailing vessel. As such, shore
If you succeed in shadowing, the batteries can mount type 3 beam
shadowed vessel moves first and batteries as well as type 1 & 2. All
you may make any valid move after batteries bought for the shore
they have moved. have but one arc.

3.0 Firing 3.4 Fire Controls


Now that we’re by the complicated Each cannon has an integral fire
parts, we still need to talk about control. As such, you may split fire
how to damage those scurvy dogs as you see fit. You must still pick
across the table. your targets prior to firing a single
shot.
3.1 Line Of Sight
Line of sight is different from the Optional: Each side (fore, aft,
Full Thrust main game. Ships starboard, port) has it’s own fire
should measure from the center of control. As such, an entire side
the vessel (or highest mast) to any must pick one target when firing.
part of their target’s hull. LOS is
also measured along the same path. Double Optional: starboard & port
Islands and other ships block line have but one fire control. This
of sight. represents man power issues which
sailing vessels often faced (i.e.
3.2 Types of Cannons they didn’t have enough men to
For the purpose of Full Sail, all man both broadsides at the same
sailing vessels can only mount type time).
1 or type 2 beam batteries (or
3.5 Fire Onboard his cannons), and is
A ship ablaze is a dangerous thing. controlled by the player
Wood soaked in pitch and reams of with the closest enemy
sail could cause a ship to burn vessel. The enemy may
uncontrollably. To represent this, board the vessel (i.e. take
there is a new damage icon. Each command) and bring the ship
ship has a single blaze icon. When a back into the fight.
threshold check is made, if the • Below Waterline Strike –
blaze icon is disabled, the ship has The vessel has been holed
caught fire. Like the rudder, the below the waterline. Roll a
blaze icon can be disabled twice. d6 at the end of every turn.
At the end of every firing round, On a 5-6 the vessel sinks
the ship takes an addition 2d6 beneath the surface.
beam dice worth of damage if the • Powder Room Ablaze – A fire
blaze icon has been disabled once, has broken out near the
4d6 if it has been disabled twice. powder room, Roll a d6 at
the end of every turn. On a
3.6 Heated Shot (optional) 5-6 (4-6 if the vessel if
As well as, bigger guns, shore ablaze) the vessel explodes
batteries often heated their shot. in an impressive display of
Heated shot increases the shrapnel. Total the number
likelihood of a vessel catching of cannons on board and
ablaze. Add +1 when testing for divide this number by 6
the blaze icon if a ship was hit with (round down). Each ship
heated shot on the round it makes within 1” takes that many
its threshold check. beam dice worth of damage
from flying debris.
3.7 Critical Damage (optional)
3.8 Boarding Actions
When to check for critical damage,
is the same as Full Thrust. What would the high seas be like
• Striking the Colors – This without perilous boarding actions?
threshold indicates your At the end of the firing phase, a
captain is thinking of ship may launch a boarding action
striking his colors. On a 5-6 if it’s within contact of an enemy
you captains strikes his ship after all cannons have fired,
colors and gives up the fight. multiple ships may combine their
The ship will no longer take boarding actions into one action.
part in the battle (i.e. fire Each side rolls 1d6 for each crew
involved in the boarding action. For but a few, such as these, show
every 6 rolled, remove (cross out) some real talent.
one crew box on the opposing ship.
If the opposing ship loses all of its • Captain – Cost 3 gold - A
crew boxes, it has been captured. great captain can add 1 to
Boarding actions continue until any cannon shot,
both sides decide to call it quits. acceleration, deceleration,
boarding action, ram, shadow,
Optional: Two ships moving against or rudder once per turn (a
one another will not have much ship may have but a single
time to perform a boarding action. captain).
As such, if your bow faces in the • Helmsman – Cost 2 gold -
direction one of their 3 fore firing Helmsman may add 1 to the
arcs (in which case the vice versa rudder during movement (a
will be true), you perform only one ship may have but a single
round of boarding actions. This helmsman, he may not add
represents a quick volley of musket his bonus with a Captains).
fire and grape shot as the two • Musketeers – Cost 2 gold -
ships pass. Musketeers add 1 to any die
of the current boarding
3.9 Capturing Ships action.
At the end of the turn, a ship that • Cannoneers – Cost 2 gold -
is in contact with an enemy ship Cannoneers add 1 to any die
with no crew may move some of its of cannon shot once per turn.
crew upon the (now) captured ship. • Shipwrights – Cost 2 gold -
Remove (cross out) one crew box Shipwrights add 1 to any
on the “parent” ship and reinstate repair roll once per turn.
one crew box on the captured ship. • Oarsmen – Cost 1 gold -
You can not place more crew on a Oarsmen allow a ship to
ship than it could normally hold. move 1 extra inch per turn
Special crew may be transferred in either forward or backward
this way. (this does not change the
current speed level) (upto a
4.0 Special Crew maximum of 4 inches).
(Optional)
Special Crew take the place of one
The scurvy dogs that ride upon
of the regular crew, you may only
your vessels. Most are the scum of
have as many special crew as you
the earth, pressed into service,
have regular crew (i.e. damage the fore or aft, and must have
control parties) minus one on board equal number of batteries out
(i.e. one crew member must be a either broadside. Mass and points
regular crew member). If you ever are the same as the Full Thrust
take damage that removes a crew construction system, except class
such that it violates the above rule, 2 batteries have a mass of 3 (and
you must also remove a special are still x3 mass in points). Class 1
crew as well! batteries have 3 arcs when placed
upon a shore fort, class 2
Modifiers provided by Special batteries have 2 arcs.
Crew (with the exception of the
modifiers to movement), are Optional: All ships in the gazetteer
provided AFTER dice are rolled. follow the following rule of thumb.
So if you roll a 2, 3, and 5 during For every 4 dice at short (0”-12”)
boarding actions, you can choose to range, the next die will be at long
use your musketeer to modify the (12-24”) range. The vice versa is
5. also true, for every long range die,
the next 4 dice will be bought at
5.0 Building Ships short range.
Building a ship is the same as
building for Full Thrust, except not Class 3 Batteries are available to
all systems are available. shore forts and special scenario
specific vessels; they have but one
5.1 Hull Strength arc when placed on a shore fort
Sailing ships require hull strength and follow the above rules for
of at least average (30%). Ships Class 1 & 2 Batteries when placed
that do not leave sheltered water aboard ship. Mass and points are
may have less hull strength, but the same as the Full Thrust
should only be constructed for construction system.
special scenarios only.
5.3 Blaze Systems
5.2 Weapon Systems Each ship must have 1 blaze system;
Class 1 & 2 Batteries are available. it costs no mass and no points.
They have but one arc if placed in
5.4 Sails and Rudder
the fore or aft of the ship, 2 arcs
if placed in one of the broadside Starting at 10 mass, for every
positions. In addition, you may only additional 20 mass (or part
place ¼ of your batteries to either thereof) a ship must have one sail.
Each sail must have at least ½ a • Daryl Poe (whose ideas I
propulsion point. Each propulsion also stole mercilessly, and
point costs 5% of the mass and x2 for many a game of Full
it’s mass in points. You may total Thrust).
the propulsion granted by all of • The GZG e-mail list.
your sails and purchase them all at
once. 7.0 Order of Events
1) Roll for Initiative
Each rudder point also costs 5% of 2) Plot Movement
the mass and x3 its mass in points. 3) Move ships
a) Determine success of
5.5 Armor
rams or shadowing
Armor may be bought for special b) Move ships that are
ships and shore forts. being rammed
c) Move ramming ships
d) Move normal
5.6 Screens
movement
Screens may be purchased. These e) Move shadowing ships
represent the strong (typically oak) 4) Fire
hulls found in ships constructed in a) Fire cannons based on
the ex-Colonies or British Isles. Initiative
b) Perform Boarding
5.7 Crew
Actions base on
Special crew is bought from gold, Initiative
and does not count towards mass 5) End of Turn
or points. Decide before the battle a) Perform any repairs
starts how much gold each side has b) Move crew to any
to spend. friendly or captured
ship in contact
5.7 Examples
c) Take any fire damage
Please see the ship gazetteer for
examples. 8.0 What else is there?
Get out there and run out your
6.0 Thanks
cannons, ya scurvy dog!
• Mike Hudak (whose ideas I
stole mercilessly, and should
really be the one credited
for this document).

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