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Collisions

1

Turn

NE

2

Turn, Light

-1d6

3

Turn, Light

-1d6, Turn

4

Turn, Med

-1d6, Turn

5

Turn, Med

-1d6, Turn, Light

6

Turn, Heavy

-2d6, Med, Turn

7

Turn, Heavy,

-2d6, Med, Turn

If the bow of a ship model (or the stern if moving astern) makes contact with any part of another vessel a collision has taken place. Collisions can cause anything from minor damage (scratches to paintwork) and deflecting the other ship from its course right up to major damage and even sinking.

Med, Stop

Roll a d6 for each ship on the tables below depending on what ship is causing the ram and the ship they have hit. If the angle between the ramming ship and the target is within 45° of perpendicular add 2 to the die roll. If the ramming ship is travelling at more than 20 knots add 2 to the die roll.

Table 2.

Warship Rams ICGV ICGV Rams Trawler

Ramming Vessel

8+

Withdraw Sinking

Table 3.

ICGV Rams Tug Tug Rams ICGV Warship Rams Warship ICGV Rams ICGV

Die Roll 1 2 3 4 5 6 7 8+

Die Roll

Rammed Vess

el

Rammed Ve

ssel

NE Turn Turn Lt Lt, Turn

Med, Turn Heavy, Turn Heavy, Turn, Withdraw

Ramming Vessel NE

        • -

          1d6 Turn

      • -

        1d6, Turn

      • -

        2d6, Turn

    • -

      1d6, Turn, Lt

  • -

    2d6, Turn, Med Heavy, Stop

Table 1.

ICGV Rams Warship Trawler Rams ICGV Trawler Rams Warship

Ramming Vessel NE

        • -

          1d6 Turn

      • -

        1d6, Turn

      • -

        2d6, Turn

    • -

      1d6, Turn, Lt

  • -

    2d6, Turn, Med Heavy, Stop

Roll

1

NE

2

NE

3

Turn

4

Turn

5

Lt

6

Lt, Tur

Die

Rammed V

essel

7

Med, Turn

8+

Heavy, Turn

n

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