Coral, Ice and Sand

Any ship that passes over a coral reef must make a Skipper Rating check or lose 4d6 of Hull Points. Any ship that passes within 3 inches of an iceberg must make a Skipper Rating check or lose 2d6 of Hull Points.

An ship that passes over a sandbar must make Skipper Rating check or cease all movement. A ship that fails this check over coral or sand is comes to a complete stop and may not move again until passing a Skipper Rating check. Another check may be attempted on each leg of movement.

A ship that is hung-up on a sandbar takes no damage, but a ship that is hung in coral takes d4 of damage each leg of movement that it remains on the coral.

If an iceberg comes within 3 inches of a coral reef it is "hung" and will not move for the rest of the game.

To make a Skipper Rating check roll d20 equal to or under the skipper's Rating. However Hull Depth from the Skipper Rating before rolling:

Ship type — Hull Depth

  • Sailing ship — 12
  • Galley — 8
  • Ironclad — 16
  • Sharkboat — no effect
  • Longboat — 1