Jim, I have been thinking about this a bit.

Here is the original rule:

When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

Crew Damage Effects on Captain Table
2 or less - the captain is killed
3 - the captain is severely wounded; skip 2-4 scenarios
4 - the captain is wounded; skip 1 scenario
5+ - the captain escaped injury

Modifiers to Crew Damage Effects on Captains Die Rolls
-1 if Crew Damage is caused by musket fire
-1 if Crew Damage is caused by a rear raking shot
-1 if all of the Crew Damage boxes are filled
More than one modifier can apply on a given die roll


It seems to me that we should move to a two-step process like the following - first to determine if injured, and second to determine state of injury at end of scenario:

When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

2-4: Captain wounded
5+: Captain unharmed

Modifiers to Crew Damage Effects on Captains Die Rolls
-1 if Crew Damage is caused by musket fire
-1 if Crew Damage is caused by grapeshot
-2 if Crew Damage is caused by a rear raking shot
-3 if all of the Crew Damage boxes are filled
More than one modifier can apply on a given die roll

If the captain is wounded, roll one 6-sided die to determine nature of injury.

1 or less - the captain is killed
2 - the captain is severely wounded; skip 2-4 scenarios
3 - the captain is wounded; skip 1 scenario
4+ - the captain survives with minor wounds

Modifiers to Captain Wound Effects
-1 if captain was wounded via a rear-raking shot
-1 if captain was wounded via musket fire
-1 if all Crew Damage boxes are filled
More than one modifier can apply on a given die roll

Thoughts?