a little less messy now, Salt'n'Tar looks good, use Keeps!
This commit is contained in:
228
issue03/minigame
228
issue03/minigame
@@ -8,6 +8,7 @@ These rules for sailed movement on gaming tables are inspired by the
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Numbers are adjusted to work well with the
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original fantasy role-playing games of the 1970's: speed is always given
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in tabletop inches (").
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.KS
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.H2
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Initial Wind strength and direction
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.PP
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@@ -15,49 +16,34 @@ On a playing surface without a grid, or a square grid, use 8 points of
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wind directions:
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.TS
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center;
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cblb
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cl.
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1d8 Wind Direction
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1 North
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2 Northeast
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3 East
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4 Southeast
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5 South
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6 Southwest
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7 West
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8 Northwest
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cblbcblb
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clcl.
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1d8 Wind Direction 1d8 Wind Direction
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1 North 5 South
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2 Northeast 6 Southeast
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3 East 7 West
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4 Southeast 8 Northwest
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.TE
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.PP
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on a hexagonal grid, use 6 points of wind directions, if hexagons are
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aligned vertically:
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on a hexagonal grid, use 6 points of wind directions:
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.TS
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center;
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cblb
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cl.
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1d6 Wind Direction
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1 North
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2 Northeast
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3 Southeast
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4 South
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5 Southwest
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6 Northwest
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.TE
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.PP
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or, if hexagons are aligned horizontally:
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.TS
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center;
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cblb
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cl.
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1d6 Wind Direction
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1 Northwest
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2 Northeast
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3 East
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4 Southeast
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5 Southwest
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6 West
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ciscis
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cblbcblb
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clcl.
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vertical hexes horizontal hexes
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1d6 Wind Direction 1d6 Wind direction
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1 North 1 Northwest
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2 Northeast 2 Northeast
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3 Southeast 3 East
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4 South 4 Southeast
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5 Southwest 5 Southwest
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6 Northwest 6 West
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.TE
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.PP
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Thus, the initial Wind Direction may be diced for with a d6 or d8.
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.KE
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.KS
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.PP
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The initial Wind Speed may be determined by rolling on this table:
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.PP
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@@ -73,156 +59,188 @@ cl.
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5 & Wind Speed = 3 (strong breeze)
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6 & Wind Speed = 3
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.TE
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.KE
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.KS
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.H2
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Movement
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.PP
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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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Wind Speed (WS) and Speed Factor (SF):
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.EQ
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Mv = WS \[mu] BN
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.EN
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.KE
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.KS
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.PP
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Bearings in the 8 point wind system:
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.sp 0
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\X'pdf: pdfpic img/movemnt8pt.pdf -C 9c 0 12.8c
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.KE
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.KS
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.sp 5.2c
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.PP
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Bearings in the 6 point wind system:
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.sp 0
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\X'pdf: pdfpic img/movemnt6pt.pdf -C 11.5c 0 12.8c
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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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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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Ship types
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.KS
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.H3 "Large Galley"
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A Trireme or Quadrireme, ships with three to four rowing benches and
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probably more then one lateen rigged mast:
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.\".\"\smallmap{img/Trireme.jpg"
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one or more masts, lateen or square rigged:
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.TS
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center,tab(&);
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cbcb
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cl.
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Bearing & Bearing Number (BN)
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cc.
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Bearing & Speed Factor (SF)
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Running & 9
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Broad Reaching & 10
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Quarter Reaching & 8
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Beating & 3
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Luffing & 1 (backwards)
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Luffing & -1 (backwards)
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.TE
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.KE
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.sp 0
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\X'pdf: pdfpic img/Trireme.pdf -C 11c 0 12.8c
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.sp 6c
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.KS
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.H3 "Small Galley"
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A Bireme or smaller, ships with one or two rowing benches and a single
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lateen rigged mast.
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.TS
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center,tab(&);
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cbcb
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cl.
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Bearing & Bearing Number (BN)
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cc.
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Bearing & Speed Factor (SF)
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Running & 8
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Broad Reaching & 9
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Quarter Reaching & 7
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Beating & 2
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Luffing & 1 (backwards)
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Luffing & -1 (backwards)
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.TE
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.KE
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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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.\"\smallmap{img/Longship.png"
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.sp -0.4c
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\X'pdf: pdfpic img/Longship.pdf -C 8c 0 12.8c
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.sp 4.5c
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.TS
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center,tab(&);
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cbcb
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cl.
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Bearing & Bearing Number (BN)
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cc.
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Bearing & Speed Factor (SF)
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Running & 11
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Broad Reaching & 12
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Quarter Reaching & 9
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Beating & 4
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Backing & 2 (backwards)
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Backing & -2 (backwards)
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.TE
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.KE
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.KS
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.H3 "Large Merchant"
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A square rigged trading vessel with full lines and two to three masts. A
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Hulk, Carrack or Caravel.
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.\"\smallmap{img/Galleon.png"
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.sp 0
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\X'pdf: pdfpic img/Galleon.pdf -C 7c 0 12.8c
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.sp 5.9c
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.TS
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center,tab(&);
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cbcb
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cl.
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Bearing & Bearing Number (BN)
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cc.
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Bearing & Speed Factor (SF)
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Running & 9
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Broad Reaching & 10
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Quarter Reaching & 8
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Beating & 3
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Backing & 1 (backwards)
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Backing & -1 (backwards)
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.TE
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.KE
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.KS
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.H3 "Small Merchant"
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A small trading vessel with full lines, and usually just one mast. A
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Cog.
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.\"\smallmap{img/Cog.jpg"
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Bearing & Bearing Number (BN)
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.sp -0.4c
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\X'pdf: pdfpic img/Cog.pdf -C 4.5c 0 12.8c
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.sp 4c
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.TS
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center,tab(&);
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cbcb
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cc.
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Bearing & Speed Factor (SF)
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Running & 8
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Broad Reaching & 9
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Quarter Reaching & 7
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Beating & 3
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Backing & 1 (backwards)
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Backing & -1 (backwards)
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.TE
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.KE
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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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.\"\smallmap{img/Carrack.png"
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.sp -0.5c
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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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center,tab(&);
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cbcb
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cl.
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Bearing & Bearing Number (BN)
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cc.
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Bearing & Speed Factor (SF)
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Running & 10
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Broad Reaching & 11
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Quarter Reaching & 10
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Beating & 4
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Backing & 1 (backwards)
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Backing & -1 (backwards)
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.TE
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.KE
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.KS
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.H3 "Cutter"
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A fore-n-aft rigged single masted boat.
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.\"\smallmap{img/Cutter.jpg"
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.TS
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center,tab(&);
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cbcb
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cl.
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Bearing & Bearing Number (BN)
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cc.
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Bearing & Speed Factor (SF)
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Running & 6
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Broad Reaching & 8
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Quarter Reaching & 7
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Beating & 5
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Luffing & 1 (backwards)
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Luffing & -1 (backwards)
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.TE
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.sp -0.3c
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\X'pdf: pdfpic img/Cutter.pdf -C 5.5c 0 12.8c
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.sp 5c
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.KE
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.KS
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.H3 "Schooner"
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A fore-n-aft rigged boat with two or more masts. The foremast may have
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square sails.
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.\"\smallmap{img/Schooner.jpg"
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.sp 0
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\X'pdf: pdfpic img/Schooner.pdf -C 7c 0 12.8c
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.sp 5c
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.TS
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center,tab(&);
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cbcb
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cl.
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Bearing & Bearing Number (BN)
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cc.
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Bearing & Speed Factor (SF)
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Running & 10
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Broad Reaching & 12
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Quarter Reaching & 11
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Beating & 8
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Luffing & 1 (backwards)
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Luffing & -1 (backwards)
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.TE
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.H2
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Movement
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.PP
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Each ships speed in tabletop inches is derived by multiplying Wind Speed
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(WS) and Bearing Number (BN). The latter refers to each ships bearing
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relative to the direction of the wind:
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.EQ
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Mv = WS \[mu] BN
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.EN
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Bearings in the 8 point wind system:
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.\"\smallmap{img/movemnt8pt.png"
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Bearings in the 6 point wind system:
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.\"\smallmap{img/movemnt6pt.png"
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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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.KE
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.H3 "Examples"
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At Wind Speed 2 a quarter reaching small galley would sail at speed 14''
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per round.
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@@ -235,6 +253,7 @@ more then 12'', while the fore-n-aft rigged Schooner would race to
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windward making 24''.
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.H2
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Playing the Game
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.KS
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.H3 "Game Turn when Racing and Chasing"
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.IP 1. 3
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One player or the referee rolls a d6 to determine wind speed and
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@@ -249,6 +268,8 @@ Both sides move their full move according to the movement rules,
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possibly changing direction by one point.
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.IP 5. 3
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Next turn starts at 1.
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.KE
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.KS
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.H3 "Game Turn in Naval Combat"
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.IP 1. 3
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One player or the referee does the Wind Roll.
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@@ -275,6 +296,7 @@ Roll for ramming, boarding and any kind of other actions allowed by
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the combat system being used.
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.IP 9. 3
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Next turn starts at 1.
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.KE
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.PP
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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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@@ -289,6 +311,7 @@ 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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.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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strength.
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@@ -304,6 +327,8 @@ cl.
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5 & Wind Speed = 3
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6 & Direction change counter clockwise
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.TE
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.KE
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.KS
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.H3 "The Luck Roll"
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A gust of wind might prove fortuitous to gain that extra speed needed,
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then again, bad things happen at see ...
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@@ -320,6 +345,7 @@ cl.
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6 & Wind Speed +2, mark 1 Strain
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.TE
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.PP
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.KE
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Wind Changes due to Luck Rolls usually only apply to the ship the die
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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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