-\begin{tabular}{\shade lMr} \hlx*{hv}
- \tt{Range adjustments} \\
- \th{Range} & \th{Adj} \\ \hlx{vhv}
- Short & +1 \\ \hlx{+}
- Medium & 0 \\ \hlx{+}
- Long & -1 \\ \hlx*{vh}
-\end{tabular}
-\rowgap
-\begin{tabular}{\shade lMrMr} \hlx*{hv}
- \tt{Cover adjustments} \\
- \th{Cover} & \th{Soft} & \th{Hard} \\ \hlx{vhv}
- None & 0 & 0 \\ \hlx{+}
- Quarter & -1 & -2 \\ \hlx{+}
- Half & -2 & -4 \\ \hlx{+}
- Three-quarters & -3 & -6 \\ \hlx{+}
- Full & -4 & \hbox{---} \\ \hlx*{vh}
+\begin{order*}{Naval combat}
+\item Magic and giant monsters: usually 1 hull point for each 5 hit
+ points, rounding down. \\
+\item Each 10\% of damage or 10\% loss of rowers reduces speed by 10\%. \\
+\item Dead in water at 75\% damage; sinks at 100\%. \\
+\item Grappling: at $50'$ or less; successful 2 in 6 or by mutual
+ agreement. \\
+\item Ramming: THAC0 19; modify for weather, man\oe uvrability etc. \\
+\item Boarding: $-2$ on hit rolls and AC during boarding round. \\
+\item Repairs: five crewmen required; 1\,hp per turn up to half damage, fails
+ after 5d6 days. \\
+\end{order*}
+\line
+\begin{tabular}{\shade lMcMc} \hlx*{hv}
+ \tt{Ramming damage} \\
+ \th{Vessel} & \th{Ship} & \th{Creature} \\ \hlx{vhv}
+ Small galley & (\d{1d4} + 4) \times 10 & \d{3d8} \\ \hlx{+}
+ Large galley & (\d{1d6} + 5) \times 10 & \d{6d6} \\ \hlx*{vh}