Ship Rules Extended (INCLUDES RAMMING)
These boat rules build off of Ghost Archipelago's however, they account for slightly larger vessels.
BOATS Move / Hit Points
Row Boat 4 / 6; Dingy 6 / 8; Sail 6 / 15; Weirdly Large 6 / 30
COLLISIONS:
Boats in the Bronze Age are made exceptionally poor. If boats collide, they each lose D6 HP, except rowboats cause no damage. D6 models take an overboard roll (acrobatics TN6) on both ships. If the collision was intentional, add +1 to the overboard rolls.
RAMMING!!
A ship must have a ram, to ram. Otherwise it's a collision, you madman.
A ram requires you moved last turn in the same direction OR moved at least 5" in a straight line. You cannot ram if you were stationary or moved 3" or less the previous turn.
All models of target ship must take an acrobatics roll TN 6. Add +/-2 to TN for each class the rammer is in relation to the victim.
DAMAGE:
Your boat has less than 25% of its HP. Each event phase roll:
1-4 Lose Another HP
5-8 Sails / Oar Damage (-2 M)
9-12 Rudder Jammed (can no longer steer)
13-16 Crew Loss of Confidence: -2 to overboard rolls, -2 Will while on boat
17-20 Repair one HP or one issue from above.
UPGRADES- Price= X many times Gold and Jewels was rolled on the treasure chart and was not used for the standard benefits.
Ram, can ram with oars upgrade- 2
Oars, can ram with ram upgrade- 1
Improved Propellent, add +1"to move- 2
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