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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
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