A weapon crew can make a called shot at sails, personnel, or rigging at a -5 to their attack roll. A called shot against runework is a -10 to hit. The helm cannot be targeted in this way unless it is on an open deck. When a called shot hits specific parts of a ship, there are specific consequences.
- Hull: The ship takes normal HP damage.
- Sails (-5 to hit): A direct hit from a called shot or spell to sails does normal HP damage to the ship. If it is over 10 points of damage in one hit, the sails are damaged and the ship moves at 1/2 speed. Once damaged, they can not be damaged further and must be repaired before returning to normal function.
- Rigging (-5 to hit): A direct hit from a called shot or spell to rigging does normal HP damage to the ship. If rigging takes over 10 points of damage in on hit, they are damaged and batteries charge at 1/2 speed and the ship’s MB is halved. Once damaged, they can not be damaged further and must be repaired before returning to normal function.
- Personnel (-5 to hit): If personnel are targeted then the ship suffers no damage but one of the crew will take the full damage.
- Ship Weapons (-5 to hit): If ship weapons are targeted then the ship suffers no damage but the targeted weapon will take the full damage.
- Runework (-10 to hit): A direct hit from a called shot or spell to runework does normal HP damage to the ship. If a ship takes any damage to its runework, the ship’s gravity and speed take damage. The gravity field fluctuates randomly, making it hard to balance and concentrate. All rolls are at -2 while runework is damaged. The ship also suffers -2 to Tactical Speed.