tbeutler@sprynet.co
07-11-1997, 08:40 PM
On Mon, 07 Jul 1997, "Dennis J. Mobley" wrote:
>Dustin Evermore wrote:
>>
>In Dragon Magizine #232 there was an article "Weapons of the Waves".
>This article describe Ramming attacks. If you can not find this article,
>let me know and I will send you the rules on ramming attacks.
>Dennis....
>************************************************** *************************
>>'unsubscribe birthright' as the body of the message.
>
I cannot locate that article. Could you post the rules?
Todd
Dennis J. Mobley
07-11-1997, 10:59 PM
tbeutler@sprynet.com wrote:
>
> On Mon, 07 Jul 1997, "Dennis J. Mobley" wrote:
> >Dustin Evermore wrote:
> >>
>
> >In Dragon Magizine #232 there was an article "Weapons of the Waves".
> >This article describe Ramming attacks. If you can not find this article,
> >let me know and I will send you the rules on ramming attacks.
> >Dennis....
> >************************************************** *************************
> >> >'unsubscribe birthright' as the body of the message.
> >
>
> I cannot locate that article. Could you post the rules?
>
> Todd
> ************************************************** *************************
> > 'unsubscribe birthright' as the body of the message.
OK, here are the rules as they appeared in August 1996 Dragon magizine
#232:
The remming 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 damageinflicted 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.
There you go guys, now my fingers hurt. have fun with these rules.
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