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Thread: Few Problems

  1. #1
    tbeutler@sprynet.co
    Guest

    Few Problems

    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

  2. #2
    Dennis J. Mobley
    Guest

    Few Problems

    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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