Milieu

There are 2 primary factors, which affect movement. These are current and wind. Wind affects sailing vessels the most and ironclads the least. Current affects sailing vessels the least and ironclads the most. Prior to game start determine the direction of the wind by rolling a d12 directional die.

Note the number on the wind die. If the number is a 1 reroll the die and subtract 1. If the result is 1 or less reroll again and subtract 3. If the result is zero or less, the sea is calm and there is no wind for this battle. If the roll is a 10 or higher the effects of the wind are doubled for the remainder of the game. If the roll is a 12, roll again and if the result is greater than 10 there is a gail. In such seas, the effects of the winds are tripled, as there is a gale or perhaps squall for the remainder of the battle. During such storms, any captain who attempts to navigate (turn, anchor, luff or tack) must make a Captain check. A fail indicates the ship is lost at sea.

If there are winds present for the battles, at the end of each term, reduce the number on the wind die by 1. When the count equals zero, roll a d12 again to determine the number of terms this gust will last. (Do not reroll weather conditions.) Additionally, when the wind die reaches zero, roll a d6 and consult the following chart:

1 – 4 No change in wind direction

5 Rotate wind direction 45 degrees clockwise.

6 Rotate the wind direction 45 degrees counterclockwise.

Similarly, determine the water-current direction by rolling a d12 directional die. The current’s strength or direction will not change for the remainder of the game. The number on the current die indicates the strength of the current. On a roll of a 2 or less there is no current or no appreciable current. On a roll of a 3 to 11 current is normal. On a roll of a 12 the effects of current are doubled for the remainder of the game.