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(gods of the wind) |
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Table 5:
WIND VELOCITY EFFECTS
Wind Velocity | Classification | Missile Combat | Melee Combat | Move
vs. Wind |
Wind Velocity (km) |
0 to 10 | light breeze | - | - | - | 0 to 17 |
11 to 20 | moderate breeze | 0 / -1 / -2 / -3 | - | - | 18 to 32 |
21 to 30 | strong breeze | -1 / -2 / -3 / xx | -1 | 3/4 | 33 to 48 |
31 to 45 | strong gale | -2 / -4 / xx / xx | -2 | 2/3 | 49 to 73 |
46 to 79 | storm | -4 / -6 / xx / xx | -4 | 1/2 | 74 to 127 |
80+ | hurricane | xx / xx / xx / xx | -8 | 1/4 | 128+ |
<* Move down 1
line for moderate precipitation>
<* Move down
2 lines for heavy precipitation>
<compare to wind
breath>
<compare to divine
wind(kamikaze): this spell summons hurricane-force
winds>
<
calm = 0-1
light breeze = 2-7
moderate breeze
= 8-18
strong breeze =
19-31
strong gale = 32
to 54
storm = 55 to 72
hurricane
= 73 to 136
* Any wind of strong gale force || better will have a % chance to do damage
to the ship
There is also a chance for men to be blown overboard.
The amount of damage and how many men may be blown overboard will be determined
by the DM.
Checks are made every 6 hours, or until winds subside.
<
see WSG.110:
"Wind velocity represents
the highest speed the wind will reach on the day in question, during gusts
that can last anywhere from a few seconds to a few minutes."
Divide by 2 to get
the avg. wind {SPEED}."
For playability
&& balance, this is very important to remember!
Determine actual
wind speed prior to combat.
It's easiest to
just keep it a constant, round-to-round.
Wind Velocity
(Max During Day) |
Average
During Day |
Wind Variance
(Check before combat) |
5 | 2.5 | d2 + d3 |
10 | 5 | d4 + d6 |
15 | 7.5 | 2d8 -1 |
20 | 10 | 2d10 |
25 | 12.5 | 2d12 + 1 |
30 | 15 | 3d10 |
35 | 17.5 | 3d12 - 1 |
40 | 20 | 2d20 |
45 | 20.5 | 4d10 + d6 - 1 |
50 | 25 | 5d10 |
55 | 27.5 | 5d10 + d6 - 1 |
60 | 30 | 3d20 |
You don't need to check Wind Variance if the max. Wind Velocity is 10 or less.
>
How to Use the Wind Velocity Effects Table
1st, the DM must know the current wind velocity.
This represents
the max. velocity that the wind can
reach, but does
not mean that the wind blows constantly at this
max. {SPEED}. Therefore,
the DM can decide
that, at any given
moment, the wind velocity is less (perhaps
considerably less)
than the max. {SPEED} it can reach. Of course,
in most cases the
characters would be immediately aware of any
significant change
in the wind velocity, and thus they should be
kept informed, in
general terms, of what the wind SPEED is at any
time -- esp. during
combat,
when a decision about whether
or not to loose
an arrow may depend entirely on how hard
the
wind is blowing.
Missile
Combat gives the "to hit" adjustment for point blank,
short, medium, and
long range whenever a missile is releasead
during certain wind
conditions. The direction in which a missile is
fired makes no difference;
an arrow sent sailing in the same
direction the wind
is blowing is just as likely to go off course
as one fired at
right angleas to the wind direction. An entry of 'xx" in this
column means "impossible";
under normal circumstances, an
intended TARGET
cannot be hit, However, the DM may
decide to be more
liberal in this determination (and if so, players
should be informed
of this decision). For instance, he may decide
to allow a possibility,
however small, that an archer can hit what
he aims at even
if the target is at medium range in a wind of 35
miles per hour.
Also, it is conceivable that an attacker could fire a
missile at a clustered
group of creatures and hit something, even
if he doesn't strike
the creature he was aiming at. Determinations
of this sort depend
upon the circumstances of an adventure or
encounter, and the
preference of the DM. All
missile-combat penalties
that apply are cumulative with
any other adjustments,
incl. those given under the "Attack Rolls"
column of the Temperature
Effects Table.
Melee
Combat gives the penalty on both "to hit" and damage
rolls that applies
at a certain wind velocity when a character
engages in melee
combat. These adjustments are cumulative with
those given under
the "Attack Rolls" column of the Temperature
Effects Table; however,
a damage roll can never be reduced below
1 point as the result
of these penalties.
MOVE
vs. Wind
gives a fraction that represents the amount of
reduction in a character's
maximum movement rate when he attempts
to travel directly
into the wind. If a character is moving perpendicular
to the wind direction,
use the line pertaining to the next lower
velocity. This movement
reduction applies for as long as
the maximum wind
velocity remains at its current level; a character's
movement rate does
not fluctuate with every momentary
and temporary change
in wind velocity.
Example: The current maximum wind velocity is 35 mph, and the wind blowing
from the N. A character with a movement rate of 12" who
is traveling N is restricted to a max. movement rate of 8".
If he is traveling E or W, his movement rate is 9".
Gale: This is
a very strong wind, ranging in velocity from 46 to 79 miles per hour.
The basic effects are as described on
the Wind Velocity Effects table.
In addition, the DM may wish to incorporate
some aspects of the effects of a hurricane, especially
if the wind velocity is in the upper part
of the given range. A
severe gale may be treated as a light
hurricane for purposes of
possible damage to structures. Also, the
DM may
require a STR Check every round (or every
turn, depending
on the severity of the wind) for characters
who attempt to stand
and move under such conditions. A character
who is knocked off
his feet by a gale-force wind should only
take 1d3, or perhaps as
little as 1d2, points of damage, instead
of the 1d6 points of damage
that a hurricane wind will cause. However,
if gale-force winds
are accompanied by precipitation, the
effects upon characters
will be the same as for a light or normal
hurricane, depending on
the velocity of the wind and the intensity
of the precipitation.