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Ship to Ship Hits & Crits (Paging FRANCISCA)
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<blockquote data-quote="Conaill" data-source="post: 3027694" data-attributes="member: 1264"><p>- Rudder hit: reduced maneuverability (can still maneuver somewhat using the sails) until a crew of X men has been able to spend Y turns fixing it (and/or or until a repair roll has been made?)</p><p></p><p>- Wheel hit: as above, except that the crew manning the wheel is crossed, and you can alleviate the reduced maneuverability by having 2 or 4 crew dedicated to pulling on the rudder chains to move the rudder.</p><p></p><p>- Bow shot: treat as shot below the waterline, unless speed is reduced to X</p><p></p><p>- Main mast hit: On the first hit, the main mast is only damaged (slashed). Reduce speed to below X or risk the change of the main mast breaking (roll each turn when the speed is too high?). On a second hit, the main mast topples into the water, the drag from rigging and sails drastically slowing the ship. Reduce speed by Y (3-4?). After a crew of Z men has spent Q turns cutting the rigging (and/or until a repair roll has been made?), the speed penalty drop to Y-1 (Y-2?).</p><p></p><p>- Infirmery hit: up to 1d10 slashed crew are immediately crossed.</p><p></p><p>- Water damage: a lucky hit on the cargo area does minimal structural damage, but reduces the value of any trade goods by 50% due to water damage and/or spoilage.</p><p></p><p>- Shot makes a barrel of gunpowder explode on the gundeck. 1d4 crew are crossed, and another 1d4 slashed.</p><p></p><p>- Shot makes an almost-empty barrel of gunpowder burst into flame on the gundeck. 1d6 crew are slashed, and a fire blazes that disables 1d3 cannons, until a repair roll is made (or X crew spend Y turns, etc.)</p><p></p><p>- Direct hit on a cannon. Cannon is permanently disabled, and 1d4 of its crew crossed.</p></blockquote><p></p>
[QUOTE="Conaill, post: 3027694, member: 1264"] - Rudder hit: reduced maneuverability (can still maneuver somewhat using the sails) until a crew of X men has been able to spend Y turns fixing it (and/or or until a repair roll has been made?) - Wheel hit: as above, except that the crew manning the wheel is crossed, and you can alleviate the reduced maneuverability by having 2 or 4 crew dedicated to pulling on the rudder chains to move the rudder. - Bow shot: treat as shot below the waterline, unless speed is reduced to X - Main mast hit: On the first hit, the main mast is only damaged (slashed). Reduce speed to below X or risk the change of the main mast breaking (roll each turn when the speed is too high?). On a second hit, the main mast topples into the water, the drag from rigging and sails drastically slowing the ship. Reduce speed by Y (3-4?). After a crew of Z men has spent Q turns cutting the rigging (and/or until a repair roll has been made?), the speed penalty drop to Y-1 (Y-2?). - Infirmery hit: up to 1d10 slashed crew are immediately crossed. - Water damage: a lucky hit on the cargo area does minimal structural damage, but reduces the value of any trade goods by 50% due to water damage and/or spoilage. - Shot makes a barrel of gunpowder explode on the gundeck. 1d4 crew are crossed, and another 1d4 slashed. - Shot makes an almost-empty barrel of gunpowder burst into flame on the gundeck. 1d6 crew are slashed, and a fire blazes that disables 1d3 cannons, until a repair roll is made (or X crew spend Y turns, etc.) - Direct hit on a cannon. Cannon is permanently disabled, and 1d4 of its crew crossed. [/QUOTE]
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