by Benjamin Garstad
Fire and PyrotechnicsAll ships carrying combustible materials must be so designated at the outset of the game. Every turn these ships (except those carrying Greek Fire) must roll a die; if a six is scored they are themselves alight, but safe with any other score. A vessel may dispose of its combustible materials at the beginning of any turn, and may not use them again for the rest of the game. If the combustible material takes the form of an artillery launched burning missile, first dice for a hit (see Missile Fire) . Archers/crossbowmen shooting firebrandswill also have to dice for a hit, just as artillery. Should the target be hit, another die is rolled. A score of six means the ship has ignited, otherwise the flames are assumed to have been too weak or doused by the crew. When Greek Fire is the combustible material only contact between the two ships is necessary for the target to be ignited. Once it has been determined that a ship is burning, another die is rolled. Include the following factors in the score:
-1 for every five structure points per sector lost. The number arrived at is the number of turns the ship remains afloat. A burning ship can engage in no offensive action. A shipboard fire cannot be extinguished once it has been ignited. A burning ship will drift windward at the rate of 1" per turn. Should it collide with another ship, in addition to the collision results, there is one more die roll. If a 4,5 or 6 is rolled the ship not yet on fire is also ignited. Holing with Rocks, etc.If two ships are in contact and one of them has higher decks or fighting tops, the crew of the higher ship may try to hole the enemy vessels hull with rocks (a favorite Viking tactic) or some other weighty object thrown down on it. In such case calculate the damage by rolling the die and referencing the damage table. Subtract (-) 2 from the score if the target is the bow or stern of a ship protected by bardi. Damage Table and Effects of Damage
Each sector of the ship has 10 structure points and damage is calculated against these points. When 5 structure points are lost in any sector subtract 1" from the total move distance available to the ship. A further 1" is subtracted from the move distance of an oared vessel that loses 5 structure points on either its port or starboard side. When 5 structure points are lost in the stern, roll a die. If the score is 4,5 or 6, the steering oar or rudder is destroyed. When 5 structure points are lost in the bow, roll a die. If the score is 4,5 or 6, the artillery or cannon is put out of action for the rest of the game. A sailing ship that has lost its steering oar/rudder (or all of its crew points) drifts 1' downwind every turn. An oared vessel may remain stationery or move forward at a rate no faster than 2" per turn. A ship counted higher than others on account of castles fore and aft is no longer considered so after losing 8 structure points in the bow or stern, as the respective castles are assumed to have been destroyed or rendered useless. If a vessel loses all 10 of its mast's structure points, a sailing ship cannot move at all, besides drifting 1" with the wind every turn, though it may direct itself if it still has its steering oar/rudder, an oared ship gains no benefit from the wind and subtracts 1" from all of its moves unless it is attacking or backing water. When a ship loses all 10 structure points of any of its hull sectors it begins to sink. A die is rolled and the score is the number of turns after losing all of its structure points that the ship remains afloat. Any crew or equipment that are not removed from a sinking ship are lost with it. Medieval Naval Wargame Rules
Movement, Obstacles, Rocks, Sandbars, Collisions and Running Around, Ramming and Smashing Fire and Pyrotechnics, Holing with Rocks, etc., Damage Table and Effects of Damage Grappling, Direct Personnel Combat, Captures and Rescues, Morale Back to Saga #57 Table of Contents © Copyright 1997 by Terry Gore This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |