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Country:US
Membership23years 139days ago.
Last Login14h 54' ago.
Last Move21h 55' ago.
Electro is currently Offline!Send a mail to Electro


Message header
Area/Game:Wooden Ships & Iron Men
Topic:Rules
Subject:Re: Repairing
Posted by: Electro - 4years 220days ago.
Message text
Dropwort wrote:

One more thing about repairing, if I may. In order to prevent firing (and stopping possible repair work) do I have to set my HDT high, or do I have to try to pull out of range? Otherwise I will just fire each turn, and cannot repair.

Thanks again.

That is a way to allow crew to repair.

REPAIRS
-- Ships which don't load or fire guns, engage in melee, become involved in a collision, up-anchor, change from full sails to battle sails or vice-versa, or expend any factors of its movement allowance to turn (only move in a straight line or not at all), may make repairs; provided there are at least two crew sections available. (The second section need not be complete). All repairs take three turns (not necessarily in sequence). In three turns, two hull, two rigging, or two gun squares can be repaired. Repairs cannot be made on surrendered ships. Only one type of repair may be made per turn.

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4years 223days Dropwort [WS&IM][RULES] Repairing
4years 222days Longneck Re: [WS&IM][RULES] Repairing
 4years 220days Dropwort Re: [WS&IM][RULES] Repairing
  4years 220days Longneck Re: [WS&IM][RULES] Repairing
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    4years 220days Electro Re: [WS&IM][RULES] Repairing
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