+\begin{set}
+
+\begin{order*}{Naval combat}
+\item Magic and giant monsters: usually 1 hull point for each 5 hit
+ points, rounding down. \\
+\item Each 10\% of damage or 10\% loss of rowers reduces speed by 10\%. \\
+\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 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*}
+
+\end{set}
+