fast fertig, oder?
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@@ -1,3 +1,4 @@
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.\" vim: filetype=groff nu relativenumber
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.1C
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.H1
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Salt'n'Tar
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@@ -53,11 +54,11 @@ cbcb
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cl.
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1d6 & Wind Speed (WS)
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1 & Wind Speed = 1 (light breeze)
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2 & Wind Speed = 1
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3 & Wind Speed = 2 (moderate breeze)
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2 & Wind Speed = 2 (moderate breeze)
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3 & Wind Speed = 2
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4 & Wind Speed = 2
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5 & Wind Speed = 3 (strong breeze)
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6 & Wind Speed = 3
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5 & Wind Speed = 2
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6 & Wind Speed = 3 (strong breeze)
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.TE
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.KE
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.KS
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@@ -67,10 +68,10 @@ Movement
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Various ship types have different
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.I "Speed Factors"
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depending on their bearing toward the wind.
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Each ships speed in tabletop inches is then derived by multiplying
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Each ships speed in tabletop inches (Mv) is then derived by multiplying
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Wind Speed (WS) and Speed Factor (SF):
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.EQ
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Mv = WS \[mu] BN
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Mv = WS \[mu] SF
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.EN
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.KE
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.KS
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@@ -88,7 +89,7 @@ Bearings in the 6 point wind system:
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.sp 5.2c
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.KE
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.PP
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When moving ships may normally change direction by one point per turn.
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When moving, ships may normally change direction by one point per turn.
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Changing direction by two points per turn is dangerous and causes Strain
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(see below).
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.H2
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@@ -128,6 +129,12 @@ Beating & 2
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Luffing & -1 (backwards)
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.TE
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.KE
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.PP
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At Wind Speed 0 or 1 (no wind or light breeze) Galleys and Longships may furl sails
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and start rowing instead of sailing. Use Speed Factor for Quarter
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Reaching as Movement Speed. It takes one round to furl sails and start
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rowing. In the next round the rowing vessel may make half speed.
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It takes two rounds to come to a full stop again.
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.KS
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.H3 "Viking Longship"
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A fast square rigged sailer, one mast:
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@@ -184,12 +191,15 @@ Beating & 3
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Backing & -1 (backwards)
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.TE
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.KE
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.sp 7
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\X'pdf: pdfpic img/CoastalLandscape.pdf -C 12.8c 0 12.8c
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.sp 4c
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.KS
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.H3 "Sailed Warship"
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A Galleon or Man-'o-War, a massive ship with three or four masts, the
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fore- and mainmast are always square rigged. One or more gun decks or at
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least multiple catapults.
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.sp -0.5c
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fore- and mainmast are always square rigged. One or more gun decks or
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multiple catapults.
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.sp 0
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\X'pdf: pdfpic img/Carrack.pdf -C 9.5c 0 12.8c
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.sp 13c
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.TS
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@@ -259,9 +269,13 @@ Playing the Game
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One player or the referee rolls a d6 to determine wind speed and
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possible change in wind direction (see Wind Roll below).
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.IP 2. 3
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Each side \emph{may} roll a luck die (see Luck Roll below)
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Each side
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.I may
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roll a luck die (see Luck Roll below)
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.IP 3. 3
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Each vessel that has marked Strain \emph{must} do a Strain Roll (see
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Each vessel that has marked Strain
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.I must
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do a Strain Roll (see
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below).
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.IP 4. 3
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Both sides move their full move according to the movement rules,
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@@ -274,9 +288,13 @@ Next turn starts at 1.
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.IP 1. 3
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One player or the referee does the Wind Roll.
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.IP 2. 3
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Each side \emph{may} roll a Luck Roll.
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Each side
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.I may
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roll a Luck Roll.
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.IP 3. 3
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Each vessel that has marked Strain \emph{must} do a Strain Roll.
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Each vessel that has marked Strain
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.I must
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do a Strain Roll.
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.IP 4. 3
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If some kind of initiative system is being used, roll for initiative
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now!
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@@ -298,6 +316,7 @@ the combat system being used.
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Next turn starts at 1.
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.KE
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.PP
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.KS
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.H3 "Maneuvers"
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Optionally, at the end of each game turn ships may declare a maneuver:
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.DF "Reef:"
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@@ -310,7 +329,7 @@ the ship drops it's anchor, and will stop drifting. Only ships
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with furled sails can anchor, lest they have to do an immediate Strain
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Roll. It takes two game turns to thus come to a full stop, and three
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game turns to light the anchor and set sail again.
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.KE
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.KS
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.H3 "The Wind Roll"
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A single roll of the d6 decides, how the wind changes in direction and
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@@ -321,10 +340,10 @@ cbcb
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cl.
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1d6 & Effect
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1 & Direction change clockwise
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2 & Wind Speed = 1
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3 & Wind Speed = 2
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4 & Wind Speed = 2
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5 & Wind Speed = 3
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2 & Wind Speed = -1
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3 & Wind Speed = no change
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4 & Wind Speed = no change
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5 & Wind Speed = +1
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6 & Direction change counter clockwise
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.TE
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.KE
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@@ -351,10 +370,13 @@ was rolled for. However Luck Rolls may change things for everyone, if
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two or more sides roll the same result:
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.BU
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Two or more rolls of a 1: ``Sails luff ...'' cause the wind to
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reduce by 1 for \emph{everyone}.
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reduce by 1 for
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.I everyone .
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.BU
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Two or more rolls of a 6: ``Wind Speed +2 ...'' increases the
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overall windspeed by 1 for \emph{everyone} (thus, those who rolled a
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overall windspeed by 1 for
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.I everyone
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(thus, those who rolled a
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six still have the advantage of Wind Speed +1 compared to those who
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didn't roll a 6).
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.PP
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@@ -368,7 +390,7 @@ some other kind of propulsion may be possible.
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Wind Speed of four or more (4+) makes sailing difficult
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and dangerous. With sails furled or masts broken, ships drift downwind
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at Wind Speed. Ships with their sails still up may sail downwind at Wind
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Speed plus (!) Bearing Number for Running, but have to mark 1 Strain
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Speed plus (!) Speed Factor for Running, but have to mark 1 Strain
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every round.
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.H3 "The Strain Roll"
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The forces of wind and waves are taxing on ships and crew. It's
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@@ -388,10 +410,12 @@ d6 + Strain & Effect
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11 & a mast breaks, reduce all speed by 3'' or drift
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12+ & it's over, ship's sinking in 1d6 turns
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.TE
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.ta 12.8cR
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.PP
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With an effective Strain Roll of 12 it depends on whether it's a one
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masted ship or not. Naturally one masted ships without a mast can only
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drift. A ship with more masts may still sail downwind at reduced speed.
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Whenever the resultant speed reaches 0 or less, the ship can only drift
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downwind at Wind Speed.
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.Au lkh
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downwind at Wind Speed. \[em] \fIlkh\fR
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.LP
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\X'pdf: pdfpic img/GalleyAshore.pdf -C 10.5c 0 12.8c
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