Movement and Position

Ship combat is played on a 1" hex grid where each hex represents 50ft from center to center. Most ships will take up 1 to 3 hexes. They should be orientated with the center of the ship on the center of a hex with the bow and stern crossing perpendicular edges. Generally, a ship's bow will only face one of 6 different hex directions, though the DM may allow "half-turns" in certain instances like boarding or navigating terrain. All turns are 60 degree rotations (one hex face) from the center of the ship.

Moving a Ship

Wind and Movement

The wind direction is an important part of sailing. Some groups might find using rules for wind cumbersome, while others might find a thrill in the extra element of strategy it adds, especially when a spell caster may be able to alter conditions. Use the following optional rules if you want to use wind in your encounters.

Wind Direction

d6 Flat Top Hexes Pointy Top Hexes
1 North Northeast
2 Northeast East
3 Southeast Southeast
4 South Southwest
5 Southwest West
6 Northwest Northwest

Points of Sail

Ship sailing speeds depend on the angle of the wind. A ship's point of sail is determined at the start of its turn and does not change during its turn. If a ship starts its turn With the Wind and then turns Close to the Wind, it still gets its full movement that turn.

Point of Sail Ship Speed
With the wind Full speed
Close to the wind Half speed rounded down (min. 1")
In Irons Speed 0" (can still turn once)

Example: If the wind is coming from 1 (North), this ship is In Irons and cannot move (but may still turn once). If the wind is coming from 2 or 6, it is sailing Close to the wind and may only move half of its normal speed; at 3, 4, and 5 it would be With the Wind and can move its full movement.

Anchoring a Ship

A ship that is Anchored cannot move or turn, and has a max speed of 0. In an emergency the crew can Cut and Run.


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References