a little less messy now, Salt'n'Tar looks good, use Keeps!

This commit is contained in:
Laurens Kils-Hütten
2024-04-07 13:13:25 +02:00
parent 64177e69c2
commit db6f0bcfde
21 changed files with 323 additions and 222 deletions

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@@ -8,6 +8,7 @@ These rules for sailed movement on gaming tables are inspired by the
Numbers are adjusted to work well with the
original fantasy role-playing games of the 1970's: speed is always given
in tabletop inches (").
.KS
.H2
Initial Wind strength and direction
.PP
@@ -15,49 +16,34 @@ On a playing surface without a grid, or a square grid, use 8 points of
wind directions:
.TS
center;
cblb
cl.
1d8 Wind Direction
1 North
2 Northeast
3 East
4 Southeast
5 South
6 Southwest
7 West
8 Northwest
cblbcblb
clcl.
1d8 Wind Direction 1d8 Wind Direction
1 North 5 South
2 Northeast 6 Southeast
3 East 7 West
4 Southeast 8 Northwest
.TE
.PP
on a hexagonal grid, use 6 points of wind directions, if hexagons are
aligned vertically:
on a hexagonal grid, use 6 points of wind directions:
.TS
center;
cblb
cl.
1d6 Wind Direction
1 North
2 Northeast
3 Southeast
4 South
5 Southwest
6 Northwest
.TE
.PP
or, if hexagons are aligned horizontally:
.TS
center;
cblb
cl.
1d6 Wind Direction
1 Northwest
2 Northeast
3 East
4 Southeast
5 Southwest
6 West
ciscis
cblbcblb
clcl.
vertical hexes horizontal hexes
1d6 Wind Direction 1d6 Wind direction
1 North 1 Northwest
2 Northeast 2 Northeast
3 Southeast 3 East
4 South 4 Southeast
5 Southwest 5 Southwest
6 Northwest 6 West
.TE
.PP
Thus, the initial Wind Direction may be diced for with a d6 or d8.
.KE
.KS
.PP
The initial Wind Speed may be determined by rolling on this table:
.PP
@@ -73,156 +59,188 @@ cl.
5 & Wind Speed = 3 (strong breeze)
6 & Wind Speed = 3
.TE
.KE
.KS
.H2
Movement
.PP
Various ship types have different
.I "Speed Factors"
depending on their bearing toward the wind.
Each ships speed in tabletop inches is then derived by multiplying
Wind Speed (WS) and Speed Factor (SF):
.EQ
Mv = WS \[mu] BN
.EN
.KE
.KS
.PP
Bearings in the 8 point wind system:
.sp 0
\X'pdf: pdfpic img/movemnt8pt.pdf -C 9c 0 12.8c
.KE
.KS
.sp 5.2c
.PP
Bearings in the 6 point wind system:
.sp 0
\X'pdf: pdfpic img/movemnt6pt.pdf -C 11.5c 0 12.8c
.sp 5.2c
.KE
.PP
When moving ships may normally change direction by one point per turn.
Changing direction by two points per turn is dangerous and causes Strain
(see below).
.H2
Ship types
.KS
.H3 "Large Galley"
A Trireme or Quadrireme, ships with three to four rowing benches and
probably more then one lateen rigged mast:
.\".\"\smallmap{img/Trireme.jpg"
one or more masts, lateen or square rigged:
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 9
Broad Reaching & 10
Quarter Reaching & 8
Beating & 3
Luffing & 1 (backwards)
Luffing & -1 (backwards)
.TE
.KE
.sp 0
\X'pdf: pdfpic img/Trireme.pdf -C 11c 0 12.8c
.sp 6c
.KS
.H3 "Small Galley"
A Bireme or smaller, ships with one or two rowing benches and a single
lateen rigged mast.
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 8
Broad Reaching & 9
Quarter Reaching & 7
Beating & 2
Luffing & 1 (backwards)
Luffing & -1 (backwards)
.TE
.KE
.KS
.H3 "Viking Longship"
A fast square rigged sailer, one mast:
.\"\smallmap{img/Longship.png"
.sp -0.4c
\X'pdf: pdfpic img/Longship.pdf -C 8c 0 12.8c
.sp 4.5c
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 11
Broad Reaching & 12
Quarter Reaching & 9
Beating & 4
Backing & 2 (backwards)
Backing & -2 (backwards)
.TE
.KE
.KS
.H3 "Large Merchant"
A square rigged trading vessel with full lines and two to three masts. A
Hulk, Carrack or Caravel.
.\"\smallmap{img/Galleon.png"
.sp 0
\X'pdf: pdfpic img/Galleon.pdf -C 7c 0 12.8c
.sp 5.9c
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 9
Broad Reaching & 10
Quarter Reaching & 8
Beating & 3
Backing & 1 (backwards)
Backing & -1 (backwards)
.TE
.KE
.KS
.H3 "Small Merchant"
A small trading vessel with full lines, and usually just one mast. A
Cog.
.\"\smallmap{img/Cog.jpg"
Bearing & Bearing Number (BN)
.sp -0.4c
\X'pdf: pdfpic img/Cog.pdf -C 4.5c 0 12.8c
.sp 4c
.TS
center,tab(&);
cbcb
cc.
Bearing & Speed Factor (SF)
Running & 8
Broad Reaching & 9
Quarter Reaching & 7
Beating & 3
Backing & 1 (backwards)
Backing & -1 (backwards)
.TE
.KE
.KS
.H3 "Sailed Warship"
A Galleon or Man-'o-War, a massive ship with three or four masts, the
fore- and mainmast are always square rigged. One or more gun decks or at
least multiple catapults.
.\"\smallmap{img/Carrack.png"
.sp -0.5c
\X'pdf: pdfpic img/Carrack.pdf -C 9.5c 0 12.8c
.sp 13c
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 10
Broad Reaching & 11
Quarter Reaching & 10
Beating & 4
Backing & 1 (backwards)
Backing & -1 (backwards)
.TE
.KE
.KS
.H3 "Cutter"
A fore-n-aft rigged single masted boat.
.\"\smallmap{img/Cutter.jpg"
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 6
Broad Reaching & 8
Quarter Reaching & 7
Beating & 5
Luffing & 1 (backwards)
Luffing & -1 (backwards)
.TE
.sp -0.3c
\X'pdf: pdfpic img/Cutter.pdf -C 5.5c 0 12.8c
.sp 5c
.KE
.KS
.H3 "Schooner"
A fore-n-aft rigged boat with two or more masts. The foremast may have
square sails.
.\"\smallmap{img/Schooner.jpg"
.sp 0
\X'pdf: pdfpic img/Schooner.pdf -C 7c 0 12.8c
.sp 5c
.TS
center,tab(&);
cbcb
cl.
Bearing & Bearing Number (BN)
cc.
Bearing & Speed Factor (SF)
Running & 10
Broad Reaching & 12
Quarter Reaching & 11
Beating & 8
Luffing & 1 (backwards)
Luffing & -1 (backwards)
.TE
.H2
Movement
.PP
Each ships speed in tabletop inches is derived by multiplying Wind Speed
(WS) and Bearing Number (BN). The latter refers to each ships bearing
relative to the direction of the wind:
.EQ
Mv = WS \[mu] BN
.EN
Bearings in the 8 point wind system:
.\"\smallmap{img/movemnt8pt.png"
Bearings in the 6 point wind system:
.\"\smallmap{img/movemnt6pt.png"
When moving ships may normally change direction by one point per turn.
Changing direction by two points per turn is dangerous and causes Strain
(see below).
.KE
.H3 "Examples"
At Wind Speed 2 a quarter reaching small galley would sail at speed 14''
per round.
@@ -235,6 +253,7 @@ more then 12'', while the fore-n-aft rigged Schooner would race to
windward making 24''.
.H2
Playing the Game
.KS
.H3 "Game Turn when Racing and Chasing"
.IP 1. 3
One player or the referee rolls a d6 to determine wind speed and
@@ -249,6 +268,8 @@ Both sides move their full move according to the movement rules,
possibly changing direction by one point.
.IP 5. 3
Next turn starts at 1.
.KE
.KS
.H3 "Game Turn in Naval Combat"
.IP 1. 3
One player or the referee does the Wind Roll.
@@ -275,6 +296,7 @@ Roll for ramming, boarding and any kind of other actions allowed by
the combat system being used.
.IP 9. 3
Next turn starts at 1.
.KE
.PP
.H3 "Maneuvers"
Optionally, at the end of each game turn ships may declare a maneuver:
@@ -289,6 +311,7 @@ with furled sails can anchor, lest they have to do an immediate Strain
Roll. It takes two game turns to thus come to a full stop, and three
game turns to light the anchor and set sail again.
.KS
.H3 "The Wind Roll"
A single roll of the d6 decides, how the wind changes in direction and
strength.
@@ -304,6 +327,8 @@ cl.
5 & Wind Speed = 3
6 & Direction change counter clockwise
.TE
.KE
.KS
.H3 "The Luck Roll"
A gust of wind might prove fortuitous to gain that extra speed needed,
then again, bad things happen at see ...
@@ -320,6 +345,7 @@ cl.
6 & Wind Speed +2, mark 1 Strain
.TE
.PP
.KE
Wind Changes due to Luck Rolls usually only apply to the ship the die
was rolled for. However Luck Rolls may change things for everyone, if
two or more sides roll the same result: