A battle is consisted of combats between ships.
*Every Ships combats another in the order listed at their fleet.
*The first ship of the attacking fleet, attacks the first ship of the defending fleet.
*The combat is conducted in Rounds.
Before the combat between the 2 ships begins, it is decided which ship will fire first.
The faster ship fires first. To calculate this, we use the following:
Initiative = 1d20 + Cotton Sails + Ship Speed
Ship Speed is calculated as following:
Base Ship Speed = Base Ship Speed + ( Base Ship Speed * 3 * Cotton Sails / 100 )
Ship speed = Base Ship Speed * ((Current Crew / Max Crew) + 1) / 2
Final Ship Speed = Ship Speed + (Ship Speed * Double Hammocks / 100)
Reference Topic: Ship Speed
Favorable Winds and Control the Skies are not taken in account during battles.
If 2 ships end up with same initiative value, then the ship with highest Cotton Sails attribute fires first. If this is still the same, then it is decided on luck (one of the 2 ships, gets Favorable Wind)
Before Round starts, we calculate HP of ships in the following way:
HP calculation
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Base HP = Hull Points + Sail Points
Spanish Galleons Bonus applies here at Hull Points
Final HP = HP + Ship Level * Ship Cannons/2
Now, we know which ship will fire first and their Hit Points. A round now begins.
Round
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Round Starts
Attacker fires Total Ship Guns/2 times.
At each cannon fire:
-Attack Roll (1d20)
If the die rolls 1, the gun fire fails.
If the die rolls 20, the gun fire succeeds.
If the die rolls anything else, then we calculate the attack roll versus armor class.
Base Attack Roll = 1d20 + Bronze Cannon + ( Double Hammocks * Crew Bonus )
Bless bonus is applied at Base Attack Roll
Crew Bonus is calculated in this way:
Crew Bonus
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Linear Based on crew on board
Crew Number => Bonus
250+ => 1
200 => 0.9
150 => 0.8
125 => 0.7
100 => 0.6
75 => 0.5
60 => 0.4
50 => 0.3
40 => 0.25
39- => 0.2
Base Armor Class = 1d20 + Copper Plating + (Speed Bonus * Cotton Sails )
Drums of War is applied at Base Armor Class
Speed Bonus is calculated in this way:
Ship Speed => Bonus
50 => 1
40+ => 0.8 + (speed - 40)/100;
30+ => 0.6 + (speed - 30)/100;
20+ => 0.4 + (speed - 20)/100;
10+ => 0.2 + (speed - 10)/100;
If Attack Roll is greater or equal to Armor class, then the gun fire lands on ship.
If Attack Roll is less than the Armor Class, the gun fire fails.
If the Gun Fire landed, we calculate Damage to the ship as follows:
Ship Hardness = 1 (same for all ships right now)
Dice = 3 + Ship Level;
Base Damage = 1dDice - Ship Hardness
So, for example, if the ship is level 10, then the following will roll:
Base Damage = 1d13 - 1
Then we have extra damage based on Round Shot:
Base Round Shot Damage = Round Shot (if Round shot is 5, then this is 5)
This gets a bonus from Gunpowder Technology
Extra Damage = Base Damage * Round Shot Damage * 2 / 100
Then we have absorb damage, based on Iron Scantling:
Base Absorb Damage = Iron Scantling
This gets a bonus from Metallurgy Technology
Absorb Damage = Base Damage * Absorb Damage * 2 /100
Final Applied Damage to the ship is calculated as following:
Applied Damage = Base Damage + Extra Damage - Absorb Damage
If this is less than 0,then no damage is applied.
Post Round
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*Once a round ends, then we check if any of the 2 ships has reached 0. In this case, the combat ends.
*If not, a new round between the 2 ships starts.
*If 20 Rounds are fought and ships are both afloat, then the combat is a tie and both ships are removed from the battle.
Combat Win
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*Once a ship is sunk, the other ship wins and continues with the next ship in the loser's fleet, in their appearing order.
*The ship that continues, may have a few Hit Points difference from the state he finished the previous combat, due to rounding.
Battle Win
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*Once either side has no other ships afloat, the side with at least one ship afloat wins.
*The side who won the battle, has damage applied to the winning ship, equal to the state it won the last battle.
Battle Tie
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*If no side has ships afloat or ships to fight (removed from combat due to tie) then the battle ends in a tie.
Battle Loss
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*The side which lost the battle risks losing a level to the ship which lost the final combat, based on ships number Plunder Rule (only during Plunders).
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