Wind (Optional Wind Rules)

PIRATE BORG · p.78

Open source p.78

WIND
OPTIONAL WIND RULES
Flat Top Hexes
At the start of naval combat, roll a to determine which hex edge the
wind is coming from.
1 N
2 NE
A ship's point of sail is determined at the start of its turn
3 SE
and does not change during its movement.
4 S
5 SW
Point of Sail Ship Speed 6 NW
With the Wind Full Speed
WIND
Close to the Wind ½ Speed (round down,
Pointed Top Hexes
min 1)

In Irons Speed 0, can only
rotate once (60°) 1 NE
2 E
3 SE
Example: If the wind is coming from 3, 4, or 5, the ship is With the Wind.
4 SW
From 2 or 6 it is Close to the Wind, and from 1 it is In Irons.
5 W
6 NW
CHANGING WINDS
Roll when thematic, when Weathercraft arcana is in use, or randomly!
2 Becalmed. All ships speed 0.
Fog. All weapon ranges are reduced to 6 hexes.
3
Calm. Decrease all max speeds by 1.
4-5
Fair. Normal wind speed.
6-8
Heavy. Increase all max speeds by 1.
9-10
Changing Winds. Reroll the wind direction.
11
Storm. Reroll the wind direction each round. On a
12
repeated result, all ships lose HP (no hull protection).
FOUL WEATHER
2 Deep cold, well below the line. 8 Calm before the storm.
3 Nauseating, green mist. 9 Soft, cold rain.
4 Thick, low-lying fog. 10 Frigid trade winds.
5 Oppressively overcast. 11 Torrential downpours.
6 Hellfire, sweltering sunlight. 12 Catastrophic tempest.
7 Gentle breeze, smell of decay.

Tables on p.78 (2)

Changing Winds

No table.

Foul Weather

No table.