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EPITOME OF SEAMANSHIP AND OTHER,

QUALITIES HELD BY NAVAL OFFICERS


TABLE OF CONTENTS:
- Introduction
- Stage 1: Seamanship
- Stage 2: Gunnery
- Stage 3: Initiative
- Stage 4: Pillars of Officership
- Stage 5: Qualities of Naval Officers
- Examination for Lieutenant
CHAPTER ONE: INTRODUCTION
A Midshipman in the Royal Navy has a great many tasks. Not only are you expected to uphold
Britannia's dominion of
the waves in-game, but you must now keep logs of your service time as well as attend academy
classes. The first
step towards being an officer involves juggling many new responsibilities. While completing the
academy, Midshipmen
are also required to patrol for a total of 7 hours over 14 days, and keep accurate logs of doing so.
Midshipmen are
required to send these logs to the Commander in Chief of the Channel Fleet. Moreover, for an
accurate overview of
what you must do per stage, go to the forum link, given in the description of the Academy. It is a
difficult task,
and only the brightest will manage to succeed well enough to be accepted for examination. Rule
Britannia, welcome.

CHAPTER TWO: SEAMANSHIP


SUBSECTIONS:
2.1 Ship Handling
2.2 Fleet Sailing
2.3 Knowing your Ship
2.4 Hazzards at Sea
2.5 Signalling
SUBSECTION 2.1: SHIP HANDLING
All ships of HM Royal Navy are controlled by a black seat, usually located on the aft (stern)
section of the Quaterdeck.
The Quaterdeck is also known as the 'Officer Deck'. From there, the helmsman (often the
Captain), controls the entire
ship. This includes having the control over bearing (direction of the ship), sailing reefs (at which

speed the ship goes)


and last but not least the position of the ship. Different ships have different speeds and turn radii.
For example, a
Frigate (Captain+) is slower and turns more slowly than a Brig-of-War (Lieutenant+), which is fast
and has a tight turn
radius. The speed of your ship also effects your turn radius. If you sail at a lower speed, your are
able to make
a sharper turn.
These factors can be the deciding factor in a single-ship action, as outmanoeuvering your enemy
means being able to
fire into their unprotected bows or stern. Similarly, these are the areas you should endeavour to
keep clear of
enemy fire. Being raked (having an enemy fire his cannon through your bow and stern) does both
more damage,
and hits the less armoured areas.
Speeds are very important. If you sail too fast, you might risk unforseen dangers; if you sail too
slow, you will not
be able to make quick mavoeuvres. To make a singular standard, these speeds are to be known:
- Luffing: 10%
- Closehaul: 25%
- Beam Reach: 50% (also known as halfsail)
- Broad Reach: 80%
- Running: 100% (also known as fullsail)
LUFFING is usually used when entering or exiting ports and harbours. The slow speed ensures
no harm is done to any other
ship and that accidents or collisions are inconsequential and unlikely.
CLOSEHAUL is mainly used while sailing in a Line Abreast (see 'Fleet Sailing'). This is to ensure
the whole area is
covered and that not a single spot is unsearched.
BEAM REACH is the standard sailing speed and is compared to 50% of the maximum speed. For
example, imagine a ship having
a maximum speed of 30 knots, she would be sailing on 'Beam Reach' while going 15 knots.
Beam Reach is used in battles
due to the ponderous line of battle requiring more time than usual to manoeuvre. A slower speed
also ensures accuracy of
gunners, who may rush otherwise.
BROAD REACH is generally the standard sailing speed for a variety of reasons, mainly to keep
some speed in reserve
while travelling quickly. Moreover, this is the combination of half- and fullsail.
RUNNING is very uncommon for larger ships. Usually, you would see smaller ships running if
they need to deliver messages
or dispatches to other ships quickly. Occasionally, it is used for quickly giving enemy positions
from ship to ship.
SUBSECTION 2.2: Fleet Sailing
Fleet Sailing is relatively easy. All the Captain needs to do is to ensure that he/she follows the
Flagship (usually the

Ship with the Admiral on board) whatever happens. The four most common formations are:
1. Line Astern Flagship: All ships form a single-file line behind the Flagship in decreasing order.
For example, the
Flagship is a Third Rate Ship of the Line, then a Frigate and a Sloop, followed by Brig-of-Wars
and Cutters. The Captain
of the first ship must ensure that 100 studs remain between the boom of his ship, and the
bowsprit of the following ship.
In all of these 4 ship formations, you adjust yourself to the Flagship's speed.
2. Line Before Flagship: All ships form a single-file line in front of the Flagship in increasing order
of arms. For
example, the Cutters come first, then the Brig-of-Wars, followed by Sloops, Frigates and
eventually the Flagship. This
is used to give the smaller ships a quicker chance of being in action. Though, if the enemy was to
form up a Line Astern
Flagship, all smaller ships would simply be sunk by the opposing side. This formation is not
commonly used.
3. Line Abreast: All ships form a single line next to the Flagship. This formation is commonly used
while searching bigger
areas, when, for example, a ship was lost. Searching parties then commence, in a Line Abreast.
Captains must ensure that a
the space between the ships are, appromaxily, 200 studs.
4. Line of Battle: Obviously, the Line of Battle is most commonly used while fighting in lines. This
formation is basically
the same as a Line Astern, but all ships form up much closer. Instead of 100 studs between the
ships, Captain must ensure
their bowsprit is practically touching the sternplate of the ship in front.
SUBSECTION 2.3: Knowning your Ship
A proper Captain knows all the in's and out's from his own Ship. A Captain should be well aware
that certain men are not
allowed to be at certain places onboard one of HM vessels. For example, a Seaman should
NEVER be present at Quaterdeck
(the higher raised part of the aft section), without the rightful permission of the Captain himself.
The most important
parts, which are to be known by all Midshipman+, are found here: imgur.com/SWctwy5. Know
these, and you will be fine.
In addition these 4 terms are also to be known:
1. 'Starboard': is the complete right-side section of the ship (viewing from the black seat).
2. 'Port(side)': is the complete left-side section of the ship (viewing from the black seat). Also
known as Larboard.
3. 'Going Forrard': means going in the direction of the bow-section of the ship. It actually means
'going forward'.
4. 'Going Aft': means going in the direction of the stern-section of the ship. It actually means
'going to the back'.
SUBSECTION 2.4: Hazzards at Sea
Many hazards can be encountered while sailing. The English Channel is fraught with dangerous
shoals and reefs.
Some, like the shallows in Postsmouth Harbour are marked and easily visible, others are not.

Should you run aground


or take irreparable damage below the waterline, you must be prepared to handle your ship to
minimize loss of life.
1. Running Aground: This is different to hitting a reef in that your ship is only stuck, and probably
not sinking.
You should attempt to dislodge it by attempting to move the ship forward while turning the rudder
port and
starboard repeatedly. If you are unable to dislodge your ship, brief your crew, and hang the 'Ship
Disabled'
signal out for any passing craft to see.
2. Striking a Reef: Reefs and shoals, both visible and unseen, do horrific damage to your ship,
and may even cause
it to sink. The first thing you must do is address the damage. If your ship is not sinking, you must
take it to any
friendly port and make a report there for orders. If the ship has begun to take on water, you are to
bring it into
the nearest port, friendly or enemy, if possible.
SUBSECTION 2.5: Signalling
It is highly important that ships can succesfully communicate from ship to ship. To ensure the
ships act as a single
union, strong and powerful, we use ship signalling. The signals follow a standard syntax:
[Ship name] to [ship name], [signal].
The list of commonly used signals are as follows:
1. Form Line Astern Flagship.
2. Form Line Before Flagship.
3. Form Line Abreast Flagship.
4. Form Line of Battle.
5. Captain Report Aboard Flagship.
6. Captain Taken in Shore Action.
7. Captain Killed in Action.
8. Admiral Killed in Action.
9. Heave to.
10. Disengage.
11. Affirmative.
12. Negative.
13. Acknowledged.
14. Engage the Enemy more Closely.
15. Carrying Dangerous Materials.
16. Carrying Passengers.
17. Contagious Disease Aboard.
18. Ship Disabled, Send Aid.
CHAPTER THREE: GUNNERY
SUBSECTIONS:
3.1 Ranges
3.2 Broadsides
3.3 Commanding
SUBSECTION 3.1: Ranges

The Pattern M1798 cannons used by the navy come in many calibres. Most common is the 8pounder, found on the
Defiant-class Frigate, as well as the naval cutters and luggers. The following chart shows all
cannon calibres
currently used.
8-Pounder
9-Pounder
12-Pounder
18-Pounder
24-Pounder
32-Pounder
48-Pounder
68-Pounder (also known as 'Carronade')
When opening the Cannon-GUI, you shall see different things. First you see the amount of
cannons a certain
ship has (per broadside), and their individual ranges. The number, the elevation of the cannon,
can go from 0
up to 20. However, this does not count for all cannons. Higher calibres have a smaller maximum
set. Currently,
this does not apply to any of HM ships. A green indicator shows a loaded gun, a red indicator
shows a reloading
cannon and finally a grey (or red with --) indicator shows a cannon which is 'Out of Action'.
Cannons can be
fired one by one, by pressing each cannon-indicator seperately. This prevents you from shooting
a whole broadside
when you only need several cannons to fire (in case you are fighting smaller ships).
The command for setting an elevation is 'SE [number]'. SE is short for Set Elevation. Usually, the
Captain of the
ship OR the Officer of the Batteries will give the Gunners these settings; unless the Captain has
given the command
to set and fire at own will. This means the Gunners need to know their ranges very well. An
Officer is required to
know his ranges, this comes by experience and practise. After all, practise makes perfect.
SUBSECTION 3.2: Broadsides
Officers may apply different types of broadsides in different situations. For example, in situation 1
this type
is most common, but in situation 2 another one might be more useful. This subsections closes in
on these differences.
1. RIPPLE FIRE is mainly used when attacking shore facilities or on-land batteries by the enemy.
The men will be
able to aim more precisely throughout the complete ripple. If you start firing with an SE which is
too low, the
Gunner is granted time to adjust the setting himself correctly. The hotkeys for ripple fire are Q
(ripple fire from
the left to the right side) and E (ripple fire from the right to the left side).
2. QUICK FIRE is commonly used in open sea battles. When one ship engages another, the
cannons fire at their own
time (so when reloaded) and adjust their aiming for the right spot. Quick fire is a more rapid form

of Ripple Fire
and therefore the quick fire is more common. The hotkeys for quick fire are Z (quick fire from the
left to the right
side) and C (quick fire from the right to the left side).
3. VOLLEY FIRE (FULL BROADSIDE) is also used in open sea battles. The hotkey is 'F' (Fire).
When an Officer says 'Fire',
'Open Fire', or anything like that, he always means 'Volley Fire'. Therefore, the standard firing
type is volley fire.
A volley fire triggers tremendous damage all at once, whereas a Quick Fire is more spread out. If
you want to sweep out
the enemy crew, use volley fire for the optimal killing-ratio. Moreover, the more pieces shatter at
once, the more
damage this will do to the opposing crew. Hopefully for you, your enemy does not share this logic.
SUBSECTION 3.3: Commanding
While commanding a naval vessel, one must ensure that all Gunners have a clear shot at the
hostile ship. The Officer
has direct command over the angle of the ship, but he does not directly command the elevation of
the cannons. The
normal Gunner will carry out your commands, but if you do not angle the ship correctly, the
Gunner is unable to hit
the enemy. Therefore, a Captain must make sure the broadside is able to hit the opposing ship.
Moreover, you might think it is good to put your broadsides parallel to each other; because that
means your Gunners
have a clear shot. However, this is not completely true. You can clearly hit the enemy, yes, but
they can also clearly
hit you at that very moment! To prevent your crew from being massacred, you must try to give
your Gunners a clear hit
at the bow or stern of the enemy vessel. You could also try to let the Gunners aim for their
broadsides, but make sure
that you do not steer into their broadrange. This might make the difference on the outcome of the
battle.
CHAPTER FOUR: INITIATIVE
A good Naval Officer has to posses the skill of initiative. Initiative is daring to take certain risks,
without knowning
the outcome of certain things. For example, you take initiative by doing something which wasn't
ordered by a superior.
Naval Officers are expected to take more initiative than the average Army Officer. The navy
classifies initiative as the
ability to behave independently in order to resolve a problem or challenging situation quickly and
with the best possible
results. As an example for the men, the Sea-Officers need to be prepared to stand on the front
line while sailing towards
new and unknown dangers.
When you enter such a situation, you cannot simply do something random. That is why you, as
Officer, need to think about
each situation seperately. Each different situation has a different cause of actions. Moreover, a
booklet like the Epitome
cannot give you initiative. You learn it from your experience.

CAPTER FIVE: PILLARS OF OFFICERSHIP


SUBSECTIONS:
5.1 Command
5.2 Example
5.3 Responsibility
5.4 Keeping Ease
Being a good Officer on the daring seas means you need some basic standards. These are
known as Pillars. Without these
pillars you cannot become a good Officer, and you need to ensure these pillars support you.
Otherwise, men will rivot if
not worse.
SUBSECTION 5.1: Command
You are the Captain. No one else is, and those who do not see so; shall see it soon enough.
There may be no doubts about
the superior authority onboard the ship. If you do not show your superior command, the men shall
not be motivated to
work and this might eventually turn out in a mutinious action. Showing command can be done by
several ways. For example,
it is commonly known that onboard one of HM vessels there is a hierachy. Ratings, Officer,
Captain. The Captain shouldn't
always communicate with the Ratings directly, whereas Officers do not hang out with higher
commands, such as Admirals.
So ultimately, keep in mind this simple ideology: ''You command, they obey.'' In the first place it
might seem as if it
does not really help, because you might look too strict; but eventually, it will pay off the bill.
SUBSECTION 5.2: Example
A good naval Officer always stands by his men, literally. It does not matter whether this is while
steering the ship into
a pounderous battle on the high seas, or when leading a bayonet charge into the daring enemy.
The Officer always stands in
front together with his men. This is to ensure the loyalty or the men by letting them see you are
prepared and willing to
take exactly the same risk as the ratings do.
This also makes a great difference between an Army Officer and a Naval Officer. The Army
Officer usually stays behind the
line, commanding the men at bay. The Sea-Officer is expected to take initiative and lead his men
to victory from the first
shots, to the last charge.
SUBSECTION 5.3: Responsibility
You, as naval Officer, must make sure that you show responsibility both to your lawful superiors,
and to those who stand
under your superior command. It is mandority that everyone can build on you. You will eventually
become a trustworthy
Officer, with the men and superiors on your side. If the men can't rely on your leadership over
them, can they be sure
on anything else? After all, the Navy is not a bunch of individuals, you need to see the Navy as

one big brave sailor,


holding the banner of the Empire of Great Britain tight on the seas.
SUBSECTION 5.4: Keeping Ease
A good Naval Officer must keep in mind he is the over-all leader. If he panics, the men panic. If he
looses temper, the
men loose their temper. If he gives up, the men give up. That is how it simply is, and therefore an
Officer must ensure
he remains calm and eased all the time. You need your mind in order to think, and if you let
emotions run the place; you
will quite literally freak out in the heat of battle. If you alone show you are able to keep eased in
any circumstance,
your men will gladly follow the example.
CHAPTER SIX: QUALITIES OF A NAVAL OFFICER
SUBSECTIONS:
6.1 Selfless Commitment
6.2 Courage
6.3 Discipline
6.4 Integrity
6.5 Loyalty
6.6 Respect
6.7 Eminence
SUBSECTION 6.1: SELFLESS COMMITMENT
As previously mentioned, the Navy is does not exist out of countless individuals; but as a single
working machine. An
Officer must understand he does not command for his own good alone, but also for the good of
his men, the rest of the
Royal Navy and for the Empire of Great Britain. Personal goals and ideology must be put aside,
and converted into a more
common goal. This obviously required a great amount of sacrifices, but it is all for the betterment
of the service. The
Officer must lead by perfect example, not by own wishes.
A common example is the standard 'I want a promotion, I have waited for so long', but a good
Officer will understand
that exemplary service eventually pays off. This takes time. Put away your own goal (reaching the
next rank), and think
of it like this: 'For the betterment of the Empire, I shall loyally serve.'
SUBSECTION 6.2: COURAGE
Closely related to Example (see subsection 5.2), Officers must ensure they show courage in front
of the men. Deeply
inside everyone is scared of something occassionally; but while fighting you need to make sure
the men entrust in your
courage and example. Lead from the front rank, command your mind side by side. An Officer
must be able to both call
upon exhibit moral and physical courage. Courage is not taught to someone, it is earned by many
years of experience.
SUBSECTION 6.3: DISCIPLINE

Both in the Army and in the Navy you must see the difference between an Officer who enforces
discipline for the own
good of the men, and an ''Officer'' who uses CAPSLOCK as a barbarian. Officers must adress
situations properly with
all ease, rather than shouting and yelling. The ratings must be able to carry out an order efficiently
and promptly,
whereas the Officer must ensure his orders are carried out likewhise. This is done by setting a
good example, and being
a ''man of the people'', not by being a CAPLOCK brute. Discipline is training that makes people
more willing to obey or
more able to control themselves, often in the form of rules, and punishments if these are broken,
or the behaviour
produced by this training. Therefore, discipline is mandatory.
SUBSECTION 6.4: INTEGRITY
Sailors must be formed from a vast party of individuals into a single fighting unit in order to
procure the best
results. All forms of deceit and dishonesty prove harmful to the cohesion of a ship's crew, and so
a sense of
integrity must work in all things. An officer can expect honesty from the men under his or her
command only if he
shows honesty and honour in his or her dealings with them.
SUBSECTION 6.5: LOYALTY
As with integrity, loyalty holds the navy together. It goes up and down, and binds singles into
wholes. The ratings
must always be able to trust that the senior officers will do right by them, and the senior officers
must be able to
depend on the ratings to give 100% in all things. The best way to ensure that the sailors under
your command will be
loyal to you is to ensure that you are loyal to them. In other words, you set the example and your
men follow it by
being exemplary to you.
SUBSECTION 6.6: RESPECT
The trademark of an officer is the ability to put others before themselves. There is no room in the
navy for prejudice,
or favouritism. God created all humans equally, and so all humans are seen as equals before
rank and rate are added in.
Treating someone disrespectfully because of their skin colour or country of origin is intolerable in
an officer; and
shall be punished if noticed. Respect for others extends to all human beings. Civilians, allies, and
even the army are
endentitled to respect offhandedly. The enemy, however, is in most circumstances a clear
exception to this.
SUBSECTION 6.7: EMINENCE
An Officer of HM Navy has rightfully earned his rank by hard work. Officer may, and are
encouraged to, behave like so.
As said previously, Officers and Ratings are seperated firmly and therefore Officers are
recommended to isolate

themselves from ratings and warrant/petty Officers. Try, as Officer, to leave things like lining up
the men up to
a Boatswain. You as Officer have great prestige, and dining with ratings is not correct in such
case. You are their
superior, their 'perfection', and you shall not communicate and interfear with them directly as
much as you can.
CHAPTER SEVEN: EXAMINATION FOR LIEUTENANT
Having read this Epitome is the very first step to become Officer. In your months of service, you
shall experience that
most of your skills are not given to you by reading this booklet, but by hard work on the seas.
One day you may even
find yourself wearing the coat of a Post Captain, and look back on your days as a Midshipman,
nervous about your
examination. This Epitome has been made to give the common sailor, you, the possibility to
became a trustwothy, active,
skilled and respected Officer and leader.
The best way to prepare yourself for your examination is having some hours of patrolling and
regular studying on this
very Epitome. Upon finishing the fifth stage, you can ask for a practise examination. This
examination will test your
knowledge about all chapters, as well as common things like ship parts. All bounded together,
your examination will
present you the key to a new world in the Royal Navy. Rule Britannia!

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