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  1. By Sea - Ships and The Monthly Raiding and Commerce Action in the EGS The Age of Sail was mostly about one thing – profit. Those willing to take what the Sea would give them, those willing to haul the bounty of new lands, and those willing to take it from others. In BoBS, a critical part of the game and the storylines is about wealth generation, legal or not. Remember, you can build whatever you want that fits into the theme of BoBS. You do not have to play within the game system if you do not want to! Your stories and builds will still be part of the project! What follows is the rules for the game mechanic that allows builders' ships to make money at sea and in some cases, crush their enemies. It should be noted that all of the mechanisms described below are separate from conflict resolutions or other combat. Note: The MRCA v.2 will be launched shortly. Master Index Licensing Ships (This post) Participating in the MRCA The Ship License Form Example Cruise Licensing Ships To buy a license for a ship, you pay your faction a fee, using the ship license form. All licenses must have a MOC attached to them in order to use that licensed ship in the MCRA. You can build the MOC first, then apply for the license once you have enough DBs to do so. If a builder has no ship licenses larger than a Class 1, he/she is always entitled to a single Class 1-2 license (even if a previous free license ship has been lost). If a vessel is destroyed, we encourage builders to MOC a new vessel for the next license. However, we know that that could be time-consuming, so you can attach a new license to an old MOC that was licensed previously even if it has been long disassembled. Do give your ship a new name though. We can assume that your character(s) went to the old shipwright and bought a sister ship. When MOCing a vessel to fit a license, we highly encourage that builders try to MOC according the characteristics of the ship they are trying to license. Because ship MOCs do not have to stay intact, most people with a fledgling pirate collection should be able to MOC the small and medium sized categories multiple times over. The leadership will consider micro-builds for ships of larger sizes on a case by case basis. Sea Rats only pay 70% of a ship license. Cost Multiplier After 3 licensed ships, the cost of a license goes up. The current maximum of licensed vessels one person can have is 12. Un-licensing Ships You may un-license a ship at any time through the ship licensing form. If you wish to re-license an un-licensed ship, you must pay the original amount (subject to the cost multiplier). Up-licensing Ships If you don't have the DBs available, you may choose to temporarily under license your ship. To upgrade, you must pay the difference. Use the Ship Upgrade form to do so (coming soon). When posting your ship, you must state the licence to which you intend to upgrade it later on. Captured Ships If you capture a NPC ship (one that does not belong to another player) you must MOC that ship before you can take advantage of the license. After having MOCed it, you must fill out the ship license form before using the ship. If you capture a ship belonging to another player, you may use it whenever. If you capture a ship and already own three or more ships, you must pay difference between the original license and the cost multiplier before you can use it. You may sell a captured ship without MOCing it or paying the cost multiplier. If it has not been MOCed, you must of course inform potential buyers of this fact. When a NPC pirate ship captures a PC warship, the warship will not be auctioned. In the case of all other ships captured by NPC pirates, they will be auctioned. When a NPC privateer ship captures a PC ship and war has not been declared between the respective nations, the case will be brought before the courts of the privateer's home nation and resolved by volunteers via a build off (see the Conflict Resolution rules). When a ship labeled "Unknown" captures a builder's vessel, the builder may post a build that throws blame on some NPC privateer (this can be a MRCA result build). A disinterested leader will determine by the roll of a die (1/3 favorable probability) whether or not the build is accurate. If the roll is favorable, the builder will proceed to a build-off with the implicated nation (see above). To take advantage of this possibility, the build casting blame must occur in the same month of the capture (i.e. if the MRCA was the February MRCA, the build must occur in March, and the build-off, if applicable, will occur in April). If a builder's last Class 1 or 2 ship is captured by a NPC and the builder has no larger ships, he is entitled to a free license and will be given the opportunity to retrieve his ship without action being taken concerning it (as above). Buying Ships You may buy ships from other players. To pay the other player, you must fill out a transaction form. If the ship was a captured ship and has not yet been MOCed, you must MOC it before you can use it. You must fill out the ship license form for any ship(s) you buy. No DBs will be subtracted, except in the case of the cost multiplier. Ships bought from another player are subject to the cost multiplier. Prize Court See here for more details. Independent Contractors Sea Rats (and only Sea Rats) can call upon an independent contractor for help with a piratical mission. At the cost of 1/5th of the profit, a Sea Rat can hire a randomly rolled 1-3A vessel to tag along. For 3/5ths of the profit, a Sea Rat can hire a randomly rolled 4A-5HA vessel to tag along. Independent contractor ships may be used as escorts or predators. All players sailing in conjunction with an independent contractor must give up 1/5 or 3/5s of their share (as applicable). Ship Characteristics Speed (S): This dictates how many ports a ship can visit during a Trade Run, and how likely your ship is to escape when being chased. Guns (G): This is the ship’s attack and defense characteristic. Roughly, one G rating equals 4 guns. Your MOC should conceivably be able to hold the amount of guns that your license entails. Creative license is allowed here of course. Crew ©: This is the amount of men on your ship, and in a boarding action they will be relied upon. Roughly, one C equals 5 men. A 0 crew is the captain and a few choice men. Creative license is allowed here of course. Cargo ($): This is the space the ship has for hauling goods. One $ allows the vessel to carry 10% of the total trade value of a settlement. Hull (H): This is the strength of the vessel. The Hull statistic is only used in raiding and attacking fortresses, or in special circumstances between warships. Possible Opponents (PO): This is the number that a ship can fight in one battle. Escorts need high PO or more escorts will be needed when fighting off groups of attackers.