\item Conversely, if $H < -10$, add up to 4, etc. \\
\item If $H$ is negative, use $2$ and add $-H$ bonus to damage. \\
\end{order*}
+\colgap
+\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}
+\hfil
+\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}
+\end{tabular}
\rowgap
\begin{tabular}{\shade cccccMr} \hlx*{hv}
\tt{Hit table} \\
\multicolumn{4}{c}{Normal man} & & 20 \\ \hlx{+}
1--5 & 1--4 & 1--3 & & Up to 1 & 19 \\ \hlx{+}
& & & & 1+ to 2 & 18 \\ \hlx{+}
- 6--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+}
+ \06--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+}
& & & & 3+ to 4 & 16 \\ \hlx{+}
- 11--15 & 9--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+}
+ 11--15 & \09--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+}
& & & B & 5+ to 6 & 14 \\ \hlx{+}
16--20 & 13--16 & 10--12 & C & 6+ to 7 & 13 \\ \hlx{+}
& & & D & 7+ to 8 & 12 \\ \hlx{+}
21--25 & 17--20 & 13--15 & E & 8+ to 9 & 11 \\ \hlx{+}
- & & & F & 9+ to 11 & 10 \\ \hlx{+}
+ & & & F &\09+ to 11 & 10 \\ \hlx{+}
26--30 & 21--24 & 16--18 & G & 11+ to 13 & 9 \\ \hlx{+}
& & & H & 13+ to 15 & 8 \\ \hlx{+}
31--35 & 25--28 & 19--21 & I & 15+ to 17 & 7 \\ \hlx{+}
& & & & 33+ to 35 & -2 \\ \hlx{+}
& & 34--36 & & 35+ up & -3 \\ \hlx{vh}
\end{tabular}
-\line
+\end{set}
+
+\begin{set}
\begin{order*}{Striking}
\item Attacker must be at least half size of defender. \\
\item Damage is $1 + \delta S$ (or $0$ if pulled). \\
$\tfrac{1}{2}$ HD. \\
\item Compare $\dice{1d20} + w$; $\textrm{grab} \to \textrm{fall} \to
\textrm{pin}$. \\
-\item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more) \\
+\item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more). \\
\end{order*}
\end{set}
\begin{set}
-\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}
-\end{tabular}
-\end{set}
-
-\begin{set}
-
\begin{order*}{Naval combat}
\item Magic and giant monsters: usually 1 hull point for each 5 hit
points, rounding down. \\
\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}
+\end{tabular}
\end{set}
\end{document}