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« 6.1 Repair
Outline During the Repair Phase of the game, players may attempt to
repair some damaged portions of their ships. Repairs are not usually easy to
make, and they can only be attempted in limited ways. All repairs are conducted
using the Repair box located on the combat chart. Adjoining each repair type is
listed the die roll value needed to achieve that repair. Below is an outline of
each possible repair type and its limitations:
Unblock B Hit Players may roll for
each B hit currently active on both sides of a ship. As each hit is repaired,
it is permanently crossed off. Repair Pump Roll one six-sided
die. If the value matches the range shown on the repair table, one P hit may be
crossed out (deactivated). A ship may only roll to repair one pump hit per
turn, regardless of the current number of pump hits. Repair W hit
Roll one six-sided die. If the value matches the range shown on the
repair table, one W hit may be crossed out (deactivated). A ship may only roll
to repair one waterline hit per turn, regardless of the current number of
hits. Repair L hit Roll one six-sided die. If the value
matches the range shown on the repair table, one L hit may be crossed out
(deactivated). A ship may roll to repair one L hit each turn. The ship that it
is locked to may not be an enemy ship that has not surrendered. A ship must
repair its own L hits before lending aid to other ships. A ship with no L hits
may roll to attempt repair of any one L hit suffered by a friendly or
surrendered enemy ship with which it is locked. Emergency L hit
repair A ship may automatically repair one L hit by taking 30 S hits
and recording them on the Sail Hits box in the critical hit list. A ship
conducting this action is essentially cutting away anything which may be
interfering with the two vessels. The only good reason to do this will usually
be if a ship is locked to another vessel which has caught on fire or burst into
an inferno. Repair rolls done by A or F grade crews will be
modified as shown on the combat chart. Surrendered ships may not conduct any
repairs.
« 6.2 Advanced
Repair Rules Cranky Pump - A repaired pump must roll a die
each turn in order to keep working. It will fail on a roll of 5 or
6. Crew Loss - A ship which has lost more than half of its original
gun dice and suffered at least 50 S hits may not attempt any repairs to L, B or
S hits.
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