American Civil War Naval Rules

These rules were originally produced to only cover both sides of an A4 page, using simultaneous movement.
Under MOVEMENT: a) Paddle or screw: Speed: see ships chart, and in other places it is necessary that you either know all the ships details i.e. weapons, weapon lay out, speed etc. If not you will have to make them up.
SCALES:

1 Knot = 1 inch movement
ORDER OF PLAY:
i)              Write orders.
ii)             Make ½ move.
iii)            Any vessel may fire.
iv)           Make all turns.
v)            Complete move.
vi)           Those not fired may fire.
ORDERS:
Forward                  F             Backward               B
Port                         L              Starboard               R
Accelerate             +              Decelerate              -
Halt                         0              Ram speed              4
MORALE RULES: Test at end of period
Hit Factors at 3 or less, and under fire.
Aground after 3 escape attempts, and under fire.
Drifting, and under fire.
Hit Factor 1’s aground or drifting, and under fire.
Wild die: 1,2 ship strikes colours
ENDURANCE:
David's, submarines, torpedo/ships boats, mortar rafts:   Hit Factor 1
Mine layers, schooners, yachts:                                           Hit Factor 4
All others:                                                                                 Hit Factor 8
At zero all are sunk.
MOVEMENT:
Movement with currant:   +2 knots.
Against currant:                 -2 knots.
Any ship with speed of zero drifts with current
a) Paddle or screw:
Speed: see ships chart.
In reverse:                         ¼ speed.
Change of speed              2 knots per period.
Ram speed increase         4 knots, only once per game.
b) David’s, submarines, ships/torpedo boats:
Ships boats:                       2 knots.
Submarines:                       4 knots.
David's:                               ¾                   FULL
Broad reaching                   ½                      ¾
Reaching                             ¼                     ¼
Beating                               NIL                   ¼
Raising or lowering sail:    1 period
TOWING:
Maximum speed and change of speed are halved.
No ram speed.
TURNING:
This is done after the first half move and is done at the halt.
Large (8Ocm+) or going fast (7+ knots):    up to 30 degrees.
Small (79cm-) or slow:                                  up to 60 degrees.
All stationary ships:                                      up to 45 degrees.
SANDBARS:
Shallow draught (up to 5’):  1, 2 stuck.
Deep draught:                        1, 2, 3, 4 stuck.
Wild die to reverse off:         5, 6 success.
Sailing ships must be towed off.
SPARS, CHAINS ETC:
These may not be crossed except by:
Submarines, going under.
David's and Torpedo boats doing 4+ knots:  5, 6 cross.
ACCIDENTAL RAMS:
Must be 45 degrees or more.
SHIP TO SHIP RAMMING: (see Ships below)
Not available to Hit Factor 1 variants.
If ships ram each other head on. Highest die decides who is rammer.
Ramming/rammed may not fire under ORDER OF PLAY vi.
Ramming/rammed both ships stop. Rammer must back up. Rammed must wait one period.
If rammed have Hit Factor 1: rammer reduces speed by 2 knots but do not stop, or back up.
SHIP RAMMING ROCKS: (see Rocks, stakes below)
Wild die to reverse off.
Sailing ships must be towed off.
SHIP CROSSING LINE OF STAKES: (see Rocks, stakes below)
Shallow draft (up to 5’):   1, 2, 3 hit.
Deep draft:                         1, 2, 3, 4, 5 hit.
Wild die to reverse off:    5, 6 success. Test after next period.
Sailing ships must be towed off.
Ships:
Wild die:
+2 Target sideways  on.
+1 Target stationary.
+1 Rammer each knot over 6.
-1 Rammer each knot fewer than 4.
-2 Rammer without re-enforced bow.
Rocks, stakes:
-l each knot over 4.
-l hitting rocks.
-2 without re-enforced bow.
Result:
6+      Target crippled.
4/5     Target loses. Holed. Take 2 Hit Factors. Rammer loses 1 Hit Factor.
2/3     No effect.
-1       Rammer loses. Take 2 Hit Factors.
-2       Rammer loses. Holed. Take 2 Hit Factors.
-4       Rammer CRIPPLED.
(For Holes see EFFECT OF HIT ON SHIP)
CRIPPLED:
Lose 3 Hit Factors. Engine dead, drift with currant. May only use half weapons, rounded down.  Surrender if boarded.
TORPEDOES (MINES):
Nominated as drifting/anchored.
Drifting:
Drift 2 knots per period wild die to set adrift:    4, 5, 6 set adrift next period.
Wild die each period:                                             1, 2 veer port,
                                                                                  5, 6 veer starboard.
If contacting any ship:                                           4, 5, 6 explode.
Anchored:
If ship moves into any part of hex/area.
Wild die:   4, 5, 6 explodes if Union ship.
                   5, 6 explodes if Union ship mine sweeping.
                   6 explodes if any other vessel.
If mine explodes ship HOLED. (See EFFECT OF HIT ON SHIP).
Take 3 Hit Factors. 2 average dice. Take full minus.
MINE LAYING:
Maximum area covered when mine laying: 1 knot x 1" wide per period.
MINE SWEEPING:
Sweeper moves half speed to a maximum of 4 knots.
1" wide channel swept per period.

SPAR TORPEDOES:
All David’s, submarines, torpedo boats & historically armed ships.
May only attempt to use once when touching a ship.
Wild die:   3, 4, 5, 6 Explode.
Target takes 3 Hit Factors. Then an average dice. Take full minus.
Saving throws on successful weapon discharge:
Submarines:          6.
David’s:                5, 6
Torpedo boats:    4, 5, 6  

BALLOONS:

Towed inflated, but tethered, although the maximum speed for towed barge or ship carrying is 3 knots.
To use balloon must be stationary.
2 periods to get to operational height.
See to all areas, unless obscured.
MORTARS:
Must be stationary to fire and may not fire at targets within 10 inches.
May only fire at land based targets.
LOCATION OF WEAPONS:
Guns are located at shutters/where depicted.  Pivot guns may turn 90 degrees.
Mortars where depicted.                                      May turn 360 degrees.
Move gun crew, pivot gun, or mortar:               1 move.
FIRING:
Firing is only done in 'Order of Play' iv and vi.
a) 4 classes of weapon:
Mortars Value 0.
Light         (up to 18 pounders):                    Value 1.
Medium    (19 to 99 pounders):                     Value 2.
Heavy       (over 8 inch or 100 pounders):   Value 3.
b) Maximum ranges:
Light:                    18inches.
Medium:               24 inches.
Heavy, mortars:   30 inches.
Short:  under 3 inches, not mortars.
Long:   over 9 inches, not mortars.
Mortars cannot fire at targets within 10 inches.
c) Arcs of fire:
Monitors and mortars:      360 degrees, unless obstructed.
Pivot guns in the open:    150 degrees.
All others:                           10 degrees.
d)Armour class:
Monitor turret:                                        12.
Ironclad, gun emplacement, fort:          9, 10, 11.
Tinclad, mortar raft:                                8.
Cottonclad:                                              7.
Unprotected\mobile battery\infantry:  6.
e) Scoring a Hit:
Wild die for each gun. Add score to gun value, plus or minus the following.
+2           Short range, not mortars.
+1           Balloon spotting for mortars v immobile objects only.
+1           Rifled gun.
+1           Target in arc the whole period.
+1           Target stationary the whole period.
+1           Firer stationary the whole period.
-1            Change of target this period.
-l             Target bow/stern on.
-1            Long range, not mortars.
-1            Hit by musketry fire this period.
Hit if you equal or exceed armour class.

EFFECT OF HIT ON MONITOR TURRET:
Wild die:  1 turret jammed but may still fire.
                  2 lose a gun.
                  3 a gun may not fire next period.
Wild die:  5, 6 turret freed. Test at end of next period.
EFFECT OF HIT ON SHIP:
a) Lose 1 Hit Factor.
Wild die.  
6:      Special effect (see below).
5:      Lose 1 knot speed.
3/4:  Lose I Hit Factor.
2:      Lose a gun, in area hit.
1:     Lose a gun crew, in area hit.
b) Special effects, which start immediately:
2 wild dice:
2:       MAGAZINE HIT. Ship explodes.
3:       HOLED. Reduce currant speed 1 knot each move. 5,6 repaired. 4 attempts then ship sinks.
4:       PILOT KILLED. Continue on present course 2 moves. May slow down.
5/6:    STEAM PIPE DAMAGED. Reduction currant speed 2 knots plus l per move. 5,6 repaired.
7/8:    RUDDER JAMMED: 1-2 port; 5-6 starboard; 5,6 repaired.
9/10:  SCREW/PADDLE DAMAGED. Reduce currant speed 2 knots per move. Die for periods to repair.
11      FIRE: l gun per period ceases firing. 6 to extinguish, 4 attempts ship then abandon ship.
12:     BOILER HOLED: Reduce currant speed by 4 knots plus 2 per subsequent period. 6 repaired.

EFFECT OF HIT ON FORT OR GUN EMPLACEMENT:
2 wild die.
2/3:     Lose a gun.
4/5/6:  Lose a hit factor.
7/8/9:  Lose a gun crew.
l0/l1:   Gun disabled two periods
12:      Magazine explodes fort or emplacement destroyed.
EFFECT OF HIT ON MOBILE SHORE BATTERY
3 hits:  Battery withdraws.
Wild die:        4, 5, 6.    Lose a gun.
EFFECT OF HIT ON INFANTRY UNIT:
3 hits:   Infantry withdraw.
MUSKETRY
2 wild dice per base:
11   enemy ships take –1 when using that sides guns.
12   pilot killed (see EFFECT OF HIT ON SHIP: PILOT KILLED)  
FIRE AND EXPLOSIVE SHIPS:
Drift with the current (2 knots), or towed. (see TOWING).
When set adrift moves at that speed, taking -2 knots each subsequent period.
FIRESHIPS:
Lighting attempted at start of period.
Wild die:              4, 5, 6 successful.
If any ship is touched:
Ironclad                6 catch fire.
All other ships    4, 5, 6 catch fire.
(See EFFECT OF HIT ON SHIP  b/special effects: 11)
EXPLOSIVE SHIPS:
2 wild die:
Detonates 1 to 7, subtract 1 each subsequent period until detonation.
Any ship within 4 inches:  2 Hit Factors.
Any ship within 2 inches:  4 Hit Factors.
Any ship touching:             6 Hit Factors.
All test under EFFECT OF HIT ON SHIP: b/special effects.

A chart with the following information needs to be made.
Armour class:
Ship size:
Draught:
Speed:
Weapons: 
Ram:
If you wish to use the rules and don't have the necessary ship information if I have it I will be only to happy to send it to you. If you wish to know were to obtain 1/600 scale ships suggestions can be provided.