"Sea Law contains the ship combat system and naval campaign guidelines for the Rolemaster system. With Sea Law a GM can set up and resolve naval battles involving a wide variety of ships from early oared galleys to great sailing ships. In fact, the combat system doesn't require a GM -- it is a fully-functional board game. Sea Law has everything you need to handle action on the oceans and seas, enriching the sagas and legends of your campaign for centuries to come."
Sea Law includes:
A complete, detailed tactical ship combat system.
Guidelines for stategic naval activity and ship construction.
A wealth of material and suggestions for starting and running a naval campaign.
Stats and descriptions for dozens of new sea creatures and for over a hundred historical and fantasy ships.
Eight ship attack tables, eight ship critical tables, three ship weapon fumble/failure tables, and a variety of other tables and charts to help resolve situations commonly arising in a naval environment.
A hex-based display system consisting of four large hex-sheets and a sheet, of counters that can be used represent ships, ship status, and terrain."
User summary: This 160-page Rolemaster source book provides an encyclopedic history of all things nautical. The book provides detailed statistics, charts, and drawing of ships including the ships of Ancient Egypt, Phoenicia, Greece, Carthage, Rome, Byzantium, Vikings, and Europe. The book allows players to conduct ship combat and provides statistics for sea creatures and weapon systems.
Note: This game supplement could also be considered a board game as the book could be used as a set of miniatures rules. The game comes with a set of open sea hex maps and cardboard miniatures.