421 lines
9.7 KiB
Plaintext
421 lines
9.7 KiB
Plaintext
.\" 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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.PP
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These rules for sailed movement on gaming tables are inspired by the
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1968 3M Game
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.I Regatta .
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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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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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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:
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.TS
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center;
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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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.TS
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center,tab(&);
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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 = 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 = 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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.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 (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] SF
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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 or four tiers of rowing benches and
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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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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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.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 tiers of 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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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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.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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.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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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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.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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.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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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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.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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.sp -0.2c
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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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.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
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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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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 & 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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.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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.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 & 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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.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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.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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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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.TE
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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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.PP
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At that same wind speed a viking long ship would be at an advantage and
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make 18'' per round.
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.PP
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At Wind Speed 3 a proud Galleon would have a hard time beating with no
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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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possible change in wind direction (see Wind Roll below).
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.IP 2. 3
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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
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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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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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.IP 2. 3
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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
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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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.IP 5. 3
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Both sides make their first half move, possibly changing direction by
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one point. In case of initiative being used, sides move in reverse
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order of initiative. The side with the highest initiative moves last.
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.IP 6. 3
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Both sides may launch missile attacks, magic spells in the order of
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initiative.
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.IP 7. 3
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Both sides move the second half of their move in reverse initiative
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order, possibly changing direction by 1 point. Any ship that does a
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second change of direction must mark 1 Strain!
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.IP 8. 3
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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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.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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reduce speed by half. It takes another turn to unreef the sails.
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.DF "Furl:"
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drop sails, the vessel is now adrift, down wind at Wind Speed.
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It takes two game turns to set sails again.
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.DF "Anchor:"
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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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strength.
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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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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 = 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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.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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.TS
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center,tab(&);
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cbcb
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cl.
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1d6 & Effect
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1 & Sails luff: Wind Speed -1
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2 & no change
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3 & no change
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4 & no change
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5 & a fortuitous gust: Wind Speed +1
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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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.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
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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
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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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By way of a cumulation of luck rolls, wind speeds of 0 = Calm, or 4+ =
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Storm are possible. In case no other rules are provided for these
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situations use these:
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.DF Calm
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no sailing is possible, ships drift. Oared movement, or
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some other kind of propulsion may be possible.
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.DF Gale
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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 (!) 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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dangerous to overstrain. Any ships that have marked Strain, have to roll
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a d6 every turn and add their current Strain to the roll:
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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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d6 + Strain & Effect
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5- & no effect ... not yet!
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6 & spars and stays creak: mark 1 extra strain
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7 & ship makes water: reduce all speed by 3'' ongoing
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8 & stays snap, mark 1 extra strain
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9 & deck's awash, reduce active crew by 10\%
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10 & sails tear, reduce all speed by 3'' ongoing
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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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.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.\h'1.4c'\[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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