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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 currents
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.
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