cde46174_Naval_Combat_Rules___7thSea__or_Additional_Dramatic_Effects
[Result] 9 – 10 [Attacker Takes] 0 [Defender Takes] 3
Abandon Ship! The defenders, seeing all but lost, set fire to the powder magazine and jumped overboard (too bad if there are sirens around or if the water is ice-cold.) The attackers' boarding party returns in a hurry, and the attacking ship has only a short time to get far enough away from the 10k5 explosion. For each Action, the attacker may roll Panache/Sails against a TN of 15; each success takes one unkept die off the explosion roll (e.g., the first success turns it into a 9k5 explosion). Raises may be taken on the Panache/Sails roll to take more unkept dice off. After all the unkept dice have been dropped, the kept dice are taken away (duh.) Regardless of what the attacker does, the now-abandoned defender ship blows up after one full Round + 1d10 Actions (10s explode too, ha-ha.)
Naval Combat Rules - 7thSea
Alternate or Additional Dramatic Effects