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

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