Okay, I'm just running a test ship battle by myself at the moment so I'll be prepared (and somewhat knowledgeable) when we have our first ship combat in the campaign. I've run into a few questions I can't find the answer for...
1) Lets say a hero mans a cannon, and attempts to target an enemy figure on the enemy ship with it. Lets say there are 2 squares of water between the ships, and the enemy figure is 3 squares in from the edge of the water on his ship. So a distance 5 shot. I know you need to roll the red die, but lets say no X appeared on it, so we disregard it. Okay. The final range calculated is a 4. Obviously it misses the figure anyhow, but does it miss the ship? A range of 4 would still have the cannonball strike the ship, but from what I gather in the rules, this constitutes a complete miss as he never had the range for the space he was aiming at.. Yet the shot would succeed if the hero said he was aiming at the spot in front of the enemy...
Is this correct?
2) Heroes fire a coldsteel cannon at the enemy ship. They only roll 1 white die? And if the white die shows 1 heart, 3 range, they'd only do 1 damage do the enemy vessel? Can a hero add black dice to the cannon roll for each of his range traits?
3) A hero attempts to swing on a rope to board the enemy ship. He fails and lands in the water. He'd immediately suffer the fatigue loss for entering a deep water space with armor, correct?
4) A beastman attempts to swing on a rope to board the hero ship. He fails and lands in the water. What happens to him? Does he just drown and die? There is no fatigue to be lost, only movement. Is he able to try and climb aboard the enemy ship to try again, or climb aboard the hero ship?
5) A hero has landed in the water, and was unable to get on to land or a ship before the end of the round. Currents now come into play. Lets say he was moved two squares through deep water by the current. Does he suffer the fatigue(or soon to be wound) loss for each square moved by currents? That would suck if he used all his movement to attempt to swing to the enemy ship, and had no movement to remove his armor before the end of the turn. I'm sure that the hero IS able to remove his armor (i.e, stop swimming, and casually unbuckle everything and place it in his backpack) in the water?
I apologize if these questions are found in the manual, but I've been looking and looking and scratching my head a bit.
thanks

