Ramming
The ramming ship must move into the same space as the target, and make
an attack using the resolution cards. Just like using a Grappling Check,
the attack value depends on the relative movement allowances of the two
ships. If the result is "F" or "-," the target evades
the ramming ship.
Aresult of "H" inflicts 1d4-1 points of hull damage to the target,
+ or - 1 point per difference in ship size (as measured by hull point total),
+2 if the ramming vessel is equiped with a ram, and +1 if the ramming vessel
is moving at a speed of 3 or better when it hits. A "D" result
indicates that the rammed vessel suffers a mortal blow, and sinks after
1d4 rounds.
For example, a galley with 2 movement points this turn attempts to ram
a galleon with only 1 (it was cought turning into the wind). The galley
attacks on the +1 column. If it scores a Hit, the galley inflicts 1d4-1
points of hull damage, +2 because it has a ram, _1 for the relitive ship
size.
The ramming vessel suffers 1d4-3 points of damage from executing its attack,
+ or -1 point per size difference, -1 point if it possesses a ram, +1 point
if it struck at a speed of 3 or higher. In the example above, the galley
would suffer 1d4-3 points of self inflicted hull damage, +1 for the size,
-1 because it was equiped with a ram. So, if this galley gets lucky it
could deal out 4 hull points to the galleon with one blow without being
harmed itself, but a very bad roll could result in no damage to the galleon
and 1 point of damage to the ramming vessel.
There is a 10% chance per point of damage inflicted to the target that
the ships are now stuck together and affectively grappled. An oared vessel,
like a galley, can back away if it becomes stuck with a successful Seamanship
check on the captain's part. A sailing vessel requires much more time and
effort to disentangle itself from it victim. If one ship sinks while the
other ship is still stuck, the surviving vessel must make a seaworthiness
check or be dragged down too.
Submitted by Dennis J. Mobley
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