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Chapter 18: Warfare<br />

Naval Strategy<br />

Several different naval strategies exist. Here,<br />

strategy refers to the planning of an assault when<br />

multiple vessels are involved. Strategy often depends<br />

upon circumstances.<br />

The most common naval strategy is to use<br />

no planned strategy at all -- to rush and attack the<br />

foe. This strategy, if it may be so called, is influenced<br />

by the tenets of chivalry (see Chap. 6: Sociality).<br />

Otherwise, strategies not heavily influenced<br />

by chivalry include the attempt to isolate an enemy<br />

vessel, such as to encircle them. By encircling an<br />

enemy vessel, they may surrender without bloodshed.<br />

Multiple vessels can try to force an enemy<br />

vessel to run aground, or go close enough to land<br />

that siege engines on land can be used.<br />

Fire<br />

In warfare, enemy vessels are often attacked<br />

with flammable weapons, in hopes that the enemy<br />

vessel will catch fire and sink. To determine if a<br />

vessel catches fire, roll 1d100 for each flammable<br />

attack. If the result is 80 or greater, then the vessel<br />

caught fire. Damage occurs as follows over the next<br />

several minutes: 1d4, 1d6, 1d8, 1d12, 1d20, 1d100,<br />

1d1000 and 1d10000. Each minute that a vessel is<br />

burning, the crew may attempt to extinguish each<br />

fire. They must roll 3d10 for each fire. The odds<br />

are represented as a TH and correspond to how<br />

long the fire has been burning as discussed above:<br />

TH 9, 10, 14, 17, 21, 24, 25, 29. As damage accumulates,<br />

consult Sinking Vessels below:<br />

Sinking Vessels<br />

Vessels, as other objects, have Integrity<br />

Points. (For more on Integrity Points, see Chap. 9:<br />

Equipment). Further, since vessels are made of wood,<br />

they are especially susceptible to burning damage.<br />

If a vessel is reduced to 50% of its initial IP, then<br />

the vessel will sink in 5d100 rounds. Once reduced<br />

to 40% of its initial IP, the vessel will sink in 1d100<br />

rounds. Once reduced to 30% of its initial IP, the<br />

vessel will sink in 1d10 rounds. Once reduced to<br />

25% of its initial IP, any vessel is immediately sunk.<br />

Movement<br />

Traditionally, the rate at which vessels move<br />

is measured in knots. 1 knot equals 6,040 feet per<br />

hour, compared to the otherwise popular measure<br />

of miles per hour, which is 5,280 feet in 1 hour. In<br />

F.A.T.A.L., movement for vessels is the maximum<br />

rate at which a vessel may move in 1 round, and is<br />

represented in feet per round. On the following<br />

table, movement does not include factors such as<br />

current or wind. Vessels may move in 3 ways: rowing,<br />

sailing, and the combination of sailing and rowing.<br />

Consult the table below to determine base<br />

movement:<br />

Vessel<br />

Rowing<br />

Wind Potential<br />

Barge<br />

0 -<br />

Bireme<br />

35<br />

-<br />

Cog<br />

- 40%<br />

Deceres<br />

55<br />

-<br />

Fishing<br />

Boat<br />

12<br />

-<br />

Karve<br />

15<br />

-<br />

Knarr<br />

6 30%<br />

Log<br />

0 -<br />

Longship<br />

35<br />

20%<br />

Quinquereme<br />

50<br />

10%<br />

Raft<br />

0 -<br />

Septireme<br />

55<br />

-<br />

Trireme<br />

45<br />

10%<br />

Unireme<br />

30<br />

-<br />

Rowing<br />

The most consistent and laborous means of<br />

propelling a vessel is by rowing. Rowing consists of<br />

oarsmen thrusting oars through the water. Rowing<br />

has the potential of making noise, though it is still a<br />

quieter means of movement than riding on horseback.<br />

Oars are often made of spruce.<br />

Oaring equates to the Sprint skill. However,<br />

each oarsman does not need to pass a Sprint check.<br />

Instead, 1 check is made for the entire crew. Attempting<br />

to race a vessel equates with sprinting, while<br />

ramming or battle speed equates with running. Similarly,<br />

a pace at which rowers work for hours equates<br />

to walking. Attempting to urge a crew beyond 8<br />

hours of rowing per day equates to a Forced March.<br />

832

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