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Combat, Melees, Canons, Ramming
and General Destruction
Collisions
When ships collide, movement of the ships in the collision is
forfeited for that term. Neither captain forfeits his rights to
other actions that turn, but both ships will move entirely by the
force of the collision this turn. Both ships sustain d4 of Hull
Point damage. (Do not reroll maximums.)
The activated ship continues forward d4 inches,
the ship that was struck will swing on its bow or stern to let the
offender pass. The ship end of the ship that is farthest from the
impact will remain in place, while the end of the ship that is closest
to the collision will swing to allow the forward motion of the other
ship. If the colliding ship strikes within 1" of the center
of a ships broadside, both ships will push forward 2"
maintaining their "T" shape. If the ship strikes the stern
or bow of a ship, it will deflect along closest side and rake the
side of the ship was struck.
In the case of galley collisions, if the oars
of either ship are contacted by the other ship, the oars are considered
"swept". After a galleys oars are swept it may not
go to Ramming Speed for the remainder of the game. If a ships oars
are swept twice it may not go to Battle Speed for the remainder
of the game. Any further oar-sweeps are overkill.
Ships that collide immediately resolve any boarding
actions. The ship that was activated has the first choice of whether
to board or not. If that player chooses not to board, the other
captain may attempt a boarding action.
Ramming
A ram is an intentional collision meant to damage the enemy ship.
Galleys, ironclads and sharkboats may ram. Sailing vessels and longboats
may not. On a successful ram, both ships come to a dead stop and
all movement for both ships is ended for the remainder of the term.
Certain conditions must be met in order to ram and these include:
- A vessel may not ram on the first leg of its movement
- A vessel may not execute a turn between its first and second
legs prior to a ram.
A full ram occurs when the angle of incidence
to the bow is greater than 45°. (All rams to the stern are full
rams.) For most ram-types roll a 5d6 Damage dice to determine the
amount of damage the defender sustains. Sharkboats do 3d6 of Damage
on a successful ram.
Ramming damage is open-ended, meaning that on
each and every roll of a 6 on Damage, the attacker may
reroll the die and add it to his total damage. If a full ram destroys
an enemy vessel the attackers movement is slowed by 3 inches,
and the rammed vessel continues onward with any available movement.
A glancing ram occurs when the angle of incidence
to the bow is 44° or less. All rams to the bow of a galley or ironclad
inflict d6 of damage to the defending ship. All rams to the bow
of a sailing vessel inflict one-half normal damage. In both cases,
reroll maximums on attacker.
Hull
Points
Most galleys can sustain 30 points of hull damage before sinking.
Sailing ships can sustain 36 points of hull damage, while ironclads
can sustain 42 points of damage. Longboats can sustain 25 points
of damage before sinking while sharkboats can sustain a mere 20
points of damage. Icebergs cannot be sunk.
Cannon-fire
Galleys generally dont have cannons. Sailing ships have up
to 4 bangpowder cannons and these may be brought to bear in an area
encompassed by perpendiculars from the bow and stern of the firing
ship (the "broadsides" of that ship).
Additionally, many ironclads have a single cannon
on a turret. This turret allows for 340° movement, allowing shots
in all directions except over the bow of the ship. Measure the number
of inches from the cannon to the center of the target. The attacking
player must roll this number or higher on a d20 to score a hit.
Roll once for each cannon. If hits are scored, roll damage.
Damage
Cannonballs do d6 of Hull Point damage per hit. In the event
the damage rolled is a 6 the attacker may reroll the dice and add
to his total. This may continue to infinity as long as the attacker
is rolling 6s. When a broadside is pointed directly at the
bow or stern of an enemy ship, it can rake the length of the ship.
If this is the case roll 2d6 for Damage. (Rerolls for maximums permitted
of course.)
Collateral
Damage
Cannonballs can also kill crewmen and damage guns and equipment.
For each "6" that was rolled in Damage roll 2d6 against
the following chart:
| Roll 2d6 for Collateral Damage |
| 2 |
Rudder hit (vessel may not turn for remainder
of game) |
| 3 |
Mast hit (no movement available from wind)
or Turret jammed (turret may not turn for remainder of game)
or oars hit (no movement available from oars) (Attackers
choice) |
| 4 |
Gun / engine of war destroyed. (Attackers
choice) |
| 6 9 |
No collateral damage |
| 10 |
1 crew killed |
| 11 |
2 crew killed |
| 12 |
Hero, crew or captain hit.* (Defenders
choice) |
| * Captain or hero takes
d6 of damage. |
Archers
Archers may fire at any point during a ships movement. However,
if archers fire during movement, they may not fire during melees.
Measure the distance from the center of the archers'
ship to the target ship. Add 6 to the measurement and the attacking
player rolls a d20 for each archer. For each roll equal to or greater
than the total, the defender suffers one casualty. The defending
player selects the casualties. Only above board crew may be eliminated
by archery fire.
Archers may only fire once per term. Archery fire
is resolved before melee. Archers are not permitted to fire into
melees.
Boarding
Resolve boarding only after ALL ships have completed their moves.
All boarding actions are considered simulataneous.
Ships must be within 1" of each other to attempt a boarding
action. A galley that successfully delivers a full ram automatically
grapples the defending ship (skip to melee).
To deny a boarding attempt, the defending player
rolls a d8 for each marine and a d10 for each hero. The defending
player rolls all the dice at the same time and leaves the dice to
compare to the attackers' dice.
To attempt to board, the attacker then rolls a
d8 for each marine and a d10 for each Captain, Commander or Admiral.
The attacking player rolls his dice one at time in any order he
chooses (i.e. officer first, last or in the middle). Compare the
each attacking die to the highest defending die showing:
- If the attacker's die is lower than the defender's: that attacker
is thrown back onto his vessel.
- If the dice tie, pick up the defender's die and the attacker
rolls again for the same marine or hero.
- If the attacker's die is higher than the defender's roll, the
boarding is successful, place that marine or hero on the deck
of the enemy vessel. The defender picks up his highest die.
- If there are no defenders left to oppose, the attacking player
may board as many marines and heroes as he would like.
If any attackers successfully board, immediately
roll to adjudicate the effects of the melee that follows.
Melees
Melees occur when marines and / or officers have boarded an enemy
ship. In the event of a full ram, boarding is unopposed and the
attacker chooses how many marines have successfully boarded.
To resolve a melee, the defending player rolls
a d6 for each crew or archer, d8 for each marine and a d10 for each
officer (excluding lieutenants). The defending player rolls all
the dice at the same time and leaves the dice to compare to the
attackers' dice.
The attacker then rolls a d8 for each marine and
a d10 for each hero. The attacking player rolls his dice one at
time in any order he chooses (i.e. captain or commander first, last
or in the middle). Compare the each attacking die to the highest
defending die showing:
- If the attacker's die is lower than the defender's: that attacker
is removed from play.
- If the dice tie, that attacker remains on deck, or retreats
to his own ship. (Attacker's choice.) The defender picks up his
highest die.
- If the attacker's die is higher than the defender's roll, a
corresponding defender is removed from play. The defender picks
up his highest die.
The attacking player may withdraw to his ship
at any time without suffering further casualties.
When the defending ship no longer has marines
or officers, the ship (and any remaining crew) is a prize
of the attacker.
Grapples
If the turn ends with attacking marines and/or heroes on the
enemy vessel, the ships are considered "grappled". In
the event of a full ram, the ship is grappled.
When grappled, neither ship may move, except as
forced to move by the current. Ships remain grappled so long as
one player is attempting a boarding action. If one side wins the
melee, or if neither side wished to board, the grapple is cut, both
ships are free to move.
When ships are grappled, boarding is unopposed---meaning
the attacking player can send as many marines / heroes as he would
like onto the enemy vessel.
Multiple Melees
If another ship attempts to board a ship involved in a melee or
a boarding action, only defending marines or heroes may help repulse
boarding actions or kill attackers. If a ship is boarded by more
than one ship, defenders must be assigned to a specific boarding
action. After attackers are successfully on board a ship, all attackers
are become one group to face the defenders.
Reinforcing Melees
Ships may grapple friendly ships and reinforce marine strength in
the melee.
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