.\" vim: filetype=groff nu relativenumber .1C .H1 Salt'n'Tar .PP These rules for sailed movement on gaming tables are inspired by the 1968 3M Game .I Regatta . 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 On a playing surface without a grid, or a square grid, use 8 points of wind directions: .TS center; 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: .TS center; 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 .TS center,tab(&); cbcb cl. 1d6 & Wind Speed (WS) 1 & Wind Speed = 1 (light breeze) 2 & Wind Speed = 2 (moderate breeze) 3 & Wind Speed = 2 4 & Wind Speed = 2 5 & Wind Speed = 2 6 & Wind Speed = 3 (strong breeze) .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 (Mv) is then derived by multiplying Wind Speed (WS) and Speed Factor (SF): .EQ Mv = WS \[mu] SF .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 or four tiers of rowing benches and one or more masts, lateen or square rigged: .TS center,tab(&); cbcb cc. Bearing & Speed Factor (SF) Running & 9 Broad Reaching & 10 Quarter Reaching & 8 Beating & 3 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 tiers of rowing benches and a single lateen rigged mast. .TS center,tab(&); cbcb cc. Bearing & Speed Factor (SF) Running & 8 Broad Reaching & 9 Quarter Reaching & 7 Beating & 2 Luffing & -1 (backwards) .TE .KE .PP At Wind Speed 0 or 1 (no wind or light breeze) Galleys and Longships may furl sails and start rowing instead of sailing. Use Speed Factor for Quarter Reaching as Movement Speed. It takes one round to furl sails and start rowing. In the next round the rowing vessel may make half speed. It takes two rounds to come to a full stop again. .KS .H3 "Viking Longship" A fast square rigged sailer, one mast: .sp -0.4c \X'pdf: pdfpic img/Longship.pdf -C 8c 0 12.8c .sp 4.5c .TS center,tab(&); cbcb cc. Bearing & Speed Factor (SF) Running & 11 Broad Reaching & 12 Quarter Reaching & 9 Beating & 4 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. .sp 0 \X'pdf: pdfpic img/Galleon.pdf -C 7c 0 12.8c .sp 5.9c .TS center,tab(&); cbcb cc. Bearing & Speed Factor (SF) Running & 9 Broad Reaching & 10 Quarter Reaching & 8 Beating & 3 Backing & -1 (backwards) .TE .KE .KS .H3 "Small Merchant" A small trading vessel with full lines, and usually just one mast. A Cog. .sp -0.2c \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) .TE .KE .sp 7 \X'pdf: pdfpic img/CoastalLandscape.pdf -C 12.8c 0 12.8c .sp 4c .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 multiple catapults. .sp 0 \X'pdf: pdfpic img/Carrack.pdf -C 9.5c 0 12.8c .sp 13c .TS center,tab(&); cbcb cc. Bearing & Speed Factor (SF) Running & 10 Broad Reaching & 11 Quarter Reaching & 10 Beating & 4 Backing & -1 (backwards) .TE .KE .KS .H3 "Cutter" A fore-n-aft rigged single masted boat. .TS center,tab(&); cbcb cc. Bearing & Speed Factor (SF) Running & 6 Broad Reaching & 8 Quarter Reaching & 7 Beating & 5 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. .sp 0 \X'pdf: pdfpic img/Schooner.pdf -C 7c 0 12.8c .sp 5c .TS center,tab(&); cbcb cc. Bearing & Speed Factor (SF) Running & 10 Broad Reaching & 12 Quarter Reaching & 11 Beating & 8 Luffing & -1 (backwards) .TE .KE .H3 "Examples" At Wind Speed 2 a quarter reaching small galley would sail at speed 14'' per round. .PP At that same wind speed a viking long ship would be at an advantage and make 18'' per round. .PP At Wind Speed 3 a proud Galleon would have a hard time beating with no 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 possible change in wind direction (see Wind Roll below). .IP 2. 3 Each side .I may roll a luck die (see Luck Roll below) .IP 3. 3 Each vessel that has marked Strain .I must do a Strain Roll (see below). .IP 4. 3 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. .IP 2. 3 Each side .I may roll a Luck Roll. .IP 3. 3 Each vessel that has marked Strain .I must do a Strain Roll. .IP 4. 3 If some kind of initiative system is being used, roll for initiative now! .IP 5. 3 Both sides make their first half move, possibly changing direction by one point. In case of initiative being used, sides move in reverse order of initiative. The side with the highest initiative moves last. .IP 6. 3 Both sides may launch missile attacks, magic spells in the order of initiative. .IP 7. 3 Both sides move the second half of their move in reverse initiative order, possibly changing direction by 1 point. Any ship that does a second change of direction must mark 1 Strain! .IP 8. 3 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 .KS .H3 "Maneuvers" Optionally, at the end of each game turn ships may declare a maneuver: .DF "Reef:" reduce speed by half. It takes another turn to unreef the sails. .DF "Furl:" drop sails, the vessel is now adrift, down wind at Wind Speed. It takes two game turns to set sails again. .DF "Anchor:" the ship drops it's anchor, and will stop drifting. Only ships 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. .KE .KS .H3 "The Wind Roll" A single roll of the d6 decides, how the wind changes in direction and strength. .TS center,tab(&); cbcb cl. 1d6 & Effect 1 & Direction change clockwise 2 & Wind Speed = -1 3 & Wind Speed = no change 4 & Wind Speed = no change 5 & Wind Speed = +1 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 ... .TS center,tab(&); cbcb cl. 1d6 & Effect 1 & Sails luff: Wind Speed -1 2 & no change 3 & no change 4 & no change 5 & a fortuitous gust: Wind Speed +1 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: .BU Two or more rolls of a 1: ``Sails luff ...'' cause the wind to reduce by 1 for .I everyone . .BU Two or more rolls of a 6: ``Wind Speed +2 ...'' increases the overall windspeed by 1 for .I everyone (thus, those who rolled a six still have the advantage of Wind Speed +1 compared to those who didn't roll a 6). .PP By way of a cumulation of luck rolls, wind speeds of 0 = Calm, or 4+ = Storm are possible. In case no other rules are provided for these situations use these: .DF Calm no sailing is possible, ships drift. Oared movement, or some other kind of propulsion may be possible. .DF Gale Wind Speed of four or more (4+) makes sailing difficult and dangerous. With sails furled or masts broken, ships drift downwind at Wind Speed. Ships with their sails still up may sail downwind at Wind Speed plus (!) Speed Factor for Running, but have to mark 1 Strain every round. .H3 "The Strain Roll" The forces of wind and waves are taxing on ships and crew. It's dangerous to overstrain. Any ships that have marked Strain, have to roll a d6 every turn and add their current Strain to the roll: .TS center,tab(&); cbcb cl. d6 + Strain & Effect 5- & no effect ... not yet! 6 & spars and stays creak: mark 1 extra strain 7 & ship makes water: reduce all speed by 3'' ongoing 8 & stays snap, mark 1 extra strain 9 & deck's awash, reduce active crew by 10\% 10 & sails tear, reduce all speed by 3'' ongoing 11 & a mast breaks, reduce all speed by 3'' or drift 12+ & it's over, ship's sinking in 1d6 turns .TE .PP With an effective Strain Roll of 12 it depends on whether it's a one masted ship or not. Naturally one masted ships without a mast can only drift. A ship with more masts may still sail downwind at reduced speed. Whenever the resultant speed reaches 0 or less, the ship can only drift downwind at Wind Speed.\h'1.4c'\[em] \fIlkh\fR .LP \X'pdf: pdfpic img/GalleyAshore.pdf -C 10.5c 0 12.8c