Showing posts with label Wind. Show all posts
Showing posts with label Wind. Show all posts

Friday, February 22, 2019

Wind Change (naval combat)

During the wind phase of the sequence of play, every five rounds, the DM makes two checks to determine if there is a change to the wind speed and direction, depending upon the previous speed of the wind. The chance of either occurring are indicated on the table showing.

If a change in speed is indicated, a high/low die should be rolled. If the result is low, then drop the wind speed by one force. If the result is high, a likewise increase in one force results.

If a change in direction is indicated, then the wind direction will jump 60° in either a left or right direction around the compass, as indicated by a random die.

When the originating wind is force 0, windspeed will always increase to force 1 (no roll is needed), regardless of the specific type of force 0 speed was in effect. Likewise, a force 12 wind will always reduce in force to a violent storm.

When a force 1 wind drops to force 0, roll a d6 to determine which sort of force 0 effect results: calm (1-3); very quiet (4-5); or dead calm (6).

When calculating the chance of a ship working to keep a ship from sinking, the wind change roll is suspended.  This is based on the presumption that while the wind may change critically over the course of a battle, the pre-existing wind is presumed to remain consistent over a long period.

See Also,
Naval Combat
Wind effects on movement