Boats
movement determined by 1D6:
1
– run aground; 2 – move 4”; 3,4,5 – move 6”; 6 – move 8”
Boat to
Boat fighting ....- Swivel gun counts are light artillery and only fires at short range 12”, crew fires as 2men (cannister)
- A cannon fires at short range 18”, long range 36”, crew fires as 1 man (ball)
- To grapple – each side throws a D20, the side attempting to grapple must get the highest score
- When crossing to another boat each figure throws a D6. A 1 results in that figure falling into the water
- Collisions (or intentional ram)– bow to side; each figure on the far side of the boat throws a D6. A 1 results in that figure falling into the water
- Figures in water
- on falling in throw a D6, if result is 1 then figure drowns
- swim at 2 inches per move
- may get back on the boat with the help of a another figure (not engaged in combat), throw a D6, if result is 1 or 2 then figure stays in the water
- Damage to boats
- each boat may take a maximum of 20 damage points
- on collision throw a 2D6 – add the result to the damage point total for the boat
- if hit by cannon fire throw a D6 – add the result to the damage point total for the boat
- if a boat's damage total exceeds 10, then its speed is halved
- if a boat's damage total exceeds 20, then it sinks
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