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Reason 2
'Reason' Naval Fourth Rate
A Level 50, 64-gun Huge Ship of the Line
You must be a Naval Officer
SAILING Sailing
These parameters determine how your ship sails.
Max Speed Maximum Speed
How fast your ship can move in battles. Improving battle speed does not improve Open Sea speed.
:
17
Acceleration Acceleration
Determines how fast the ship gains speed.
:
0.54
Deceleration Deceleration
Determines how fast the ship loses speed. Lower values are better if you want to maintain speed, higher values are better if you want to stop quickly.
:
1.30
Turning (Fast) Fast Turn Rate
The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at maximum speed.
:
7
Turning (Slow) Slow Turn Rate
The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at a speed of at least 4 knots.
:
2.35
Turning Accel Max Turning Acceleration
This shows how fast a ship accelerates into a turn. The higher the value, the faster the ship reaches its maximum turn rate.
:
5
Turning Decel Min Turning Deceleration
Ships gradually suffer less deceleration as they turn. This shows a minimum amount of deceleration a ship has when turning. Lower numbers (relative to other acceleration stats) are better.
:
8.5
Best Point Best Point
The wind angle at which the ship can attain its maximum speed. The wind comes from angle 0o, and angle 180o is running with the wind at your back.
:
135
SHIP
Capacity Capacity
How many units of cargo the ship can hold.
:
220
O.S. Visibility Open Sea Visibility
How far away other ships will spot you on the open sea.
:
75.0 mi
O.S. Spotting Open Sea Spotting
Increases your spotting range, allowing you to detect ships beyond their O.S. Visibility.
:
0.0
Crew Crew
The maximum number of crew on your ship. Shows the fighting strength of your crew.
:
475
Target Tracking Target Tracking
Reduces the accuracy penalties you suffer due to your movement and your target's movement. Improves your chance to hit fast moving ships.
:
15
LEVEL (SIZE) Level and Size
The level required to use this ship, and the size of the hull.
:
50 (Huge)
DURABILITY Durability
The number of ships you have left. Decreases by 1 whenever the ship is defeated in combat (with the exception of skirmish).
:
2
INSURANCE VALUE Insurance Value
Amount of doubloons you will receive for this ship if she is sunk or scuttled.
:
39377
HEALTH Health
The ship's Health stats show how much damage it can sustain.
Integ. Integrity
The ship's Integrity stats show how much damage it can sustain.
DR Damage Reduction
Shows how much the ship's armor reduces the damage it receives.
Hull Hull (Structure)
The internal structure of your ship. When your structure runs out, your ship sinks.
:
2940 -
Port Port (Left)
The ship's port armor. Armor facings protect the ship's hull.
:
2100 12
Stbd Starboard (Right)
The ship's starboard armor. Armor facings protect the ship's hull.
:
2100 12
Bow Bow (Front)
The ship's bow armor. Armor facings protect the ship's hull.
:
1050 5
Stern Stern (Rear)
The ship's stern armor. Armor facings protect the ship's hull.
:
525 5
Sails Sails & Masts
Shows how much damage the ship's sails and masts can sustain. Ships lose speed as they take sail damage.
:
3306
MODIFIERS Modifiers
These change your chance to hit, chance to get hit and the damage you take.
OFF Offense
Offensive modifiers are a percentage increase to your chance to hit. The numbers here include any benefits from 'Accuracy, All' items.
DEF Defense
Defensive modifiers are a percentage decrease to the chance enemies will hit you. The numbers here include any benefits from 'Defense, All' items.
RES Resistance
Resistance is a percentage reduction in the damage you take.
Sails Sails
Offense, defense and resistance values for your ship's sails and masts.
:
0 23 0.0
Crew Crew
Offense, defense and resistance values for your ship's crew.
:
0 18 0.0
Bow Bow (Front)
Offense, defense and resistance values for your ship's bow armor.
:
0 18 0.0
Stern Stern (Rear)
Offense, defense and resistance values for your ship's stern armor.
:
0 18 0.0
Sides Broadsides (Left & Right)
Offense, defense and resistance values for your ship's broadsides.
:
0.0 18 0.0
Grapple Grappling
Grappling offense makes it easier to board ships. Grappling defense protects you against hostile boarding attempts.
:
0.0 0.0 -
BATTERIES Batteries
The guns on your ship are divided into batteries. Guns within a single battery are identical and are controlled as a group.
Type Quantity & Weight
This shows number and size of the guns in the battery. Heavier guns do more damage, have longer range and penetrate armor better. Lighter guns reload faster and are better at dealing sustained damage against unarmored targets.
Reload Reload
The time it takes to reload the entire battery of guns, in seconds.
Damage Maximum Damage
This shows how much damage each cannon can do at minimum range using heavy round shot. Damage gradually decreases as your target gets farther away.
Range Maximum Range
This shows how far the cannons can fire heavy round shot. Other ammo types modify this range.
Acc Accuracy
This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
200/400 Accuracy
This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
Swivels Swivel guns fire anti-personnel shot, spraying enemy decks with a lethal cloud of musket-balls. : 6x1/2lb 6.8s 6.0 100 -- / --
Topdeck: 10x7lb 18.7s 27.0 475 104 / 78
Upperdeck: 22x11lb 27.2s 31.0 560 109 / 87
Gundeck: 22x22lb 46.8s 42.0 640 113 / 94
Fore gun Guns in the front of the ship, also known as bowchasers. : 2x12lb 29.8s 32.0 575 110 / 89
Aft gun Guns in the back of the ship, also known as sternchasers. : 2x18lb 38.3s 38.0 625 112 / 92
Polars
Upwind & Luffing
Close
Haul
Close
Haul
Beam
Reach
Beam
Reach
Broad
Reach
Broad
Reach
Running
25% - 35%
4.25 - 5.95 knots
50°
11.05 knots
65%
11.05 knots
65%
14.03 knots82.5%
82.5%14.03 knots
17 knots
100%
17 knots
100%
13.6 knots
80%
Open Sea Speed: 52
Information based on version 2.0.49.0 Current game version is 2.15.46.0

History

This refit of the Mordaunt is arguably the best Line-Capable fourth rate in the game.

The HBMS Mordaunt was built to perform as a powerful merchant ship. HBMS Mordaunt was commissioned for Lord Mordaunt who required an effective merchant ship capable to defend itself against attack. Lor Mordaunt had much hard luck as his investors pulled out before the ship was completed. Following its launch the Spanish Ambassador accused Lord Mordaunt of using the vessel to help the Brandenburg government in its fight against Spain. Under the current political climate, the British court impounded the ship until Lord Mordaunt paid a huge sum to guarantee its peaceful use. In the end the ship was taken into the Royal Navy because Lord Mordaunt couldn’t pay the crew’s salary.

HBMS Mordaunt (46 guns), in 4 September 1688, John Tyrrell (Oakley) was appointed to command the ship. The ship took part in the action on 4 October 1689, when a group of English cruisers fell in with 12 French warships.

The HBMS. Mordaunt under Captain Francis Maynard sank at the Los Colorado Reefs, Cuban waters, with all crew lost on November 21, 1693. It however remains one of the most beautiful ships ever designed for the merchant navy.

Strategy and Use

This ship is best suited for port battles, as it has exceptional ranged firepower with it's 22lb cannons. It's as fast as other fourth rates, and has better broadside armor.

Tactics

Comparable Ships

Distinguishing Characteristics

Structure Bonus 20%, Armor Bonus 25%, Reload Bonus 15%, Sail DR = 6

Sources

35 Marks Of Victory Reward. Refit: Naval 'Mordaunt' Fourth Rate (Used to create 'Reason' Naval Fourth Rate)

Gallery

Reason 1Reason 1aReason 1b
Reason 2Reason bowReason stern
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