Tang Chinese Steppe Falconer at Court



A Twilight of Empires

Lords of the Earth, Campaign 13

Danger At Sea

This refers to section 7.2.4.24 of the rulebook.

Executive Summary - Ships spend more time in the open ocean, danger of losing ships at sea goes up.

In an attempt at making fleet moves slightly more historical, their move rates are increased above the usual for LOTE.

We often read of invasions foundering (literally) because of unseasonable storms, ill winds, and other mischances at sea. Crossing Sea Zones, e.g. the Tsushima Strait, was historically a risky proposition. Most likely you would make it, though the risk of losing all or part of the fleet was always considered to be major.

So here is what we will do. Every Sea Zone entered carries with it a modicum of risk. And once there is a risk, we need to see what the losses are - typical wargame fare. Please keep in mind the need for simplicity.

  1. Roll for mishap - GM rolls a d6 on entering the Sea Zone: on a 1 result, we have a mishap.

  2. Roll for dire consequences - GM rolls another d6 and consults the inevitable table:

    Die Roll Mishap
    1 The Wrath of the Sea Gods
    A huge storm comes out of nowhere, swallowing ships and men. GM rolls 2d6, subtracts the nation's Navigation Rating, and multiplies the result by 10%. That is,

    Losses = ( 2d6 - Nav Rating ) × 10%

    where unit losses are first taken in numbers of light (X), then medium, then heavy (H) ships, and then transports (T) before warships (W). The fleet must then make a loyalty check to continue on to the next port of call, or it will make for its port of departure.

    2 Revenge of the Sea Nymphs
    Strong winds or currents drive the hapless sailors against hidden reefs. GM rolls a d6, subtracts the nation's Navigation Rating, and multiplies the result by 10%. That is,

    Losses = ( d6 - Nav Rating ) × 10%

    where unit losses are first taken in numbers of light (X), then medium, then heavy (H) ships, with transports (T) lost before warships (W) in each category.

    3 The Wind Gods Must Be Crazy
    Suddenly the winds and currents shift, making the crews work to hard to make any headway. GM rolls a d6 and subtracts the nation's Navigation Rating to determine the number of extra AP expended. If this totals more then the number of AP remaining in the turn, the fleet will also suffer the Revenge of the Sea Nymphs due to extreme privations. In this last case, the fleet must also make a loyalty check.
    4 The Omens Are Bad
    Rumors of ill omens spread throughout the fleet, where superstitious sailors refuse to go on. The fleet loses one AP dealing with this, and makes a loyalty check modified by the nation's Navigation Rating.
    5 Mutiny!
    Poor food, harsh treatment, and sea monsters off the starboard rail are just too much, and the crew rises up. The lightest transport, e.g. XT, or then warship, unit is lost, as the sailors make for home, a life of piracy, or the bottom as the unit is sunk by the rest of the fleet.
    6 Brace For Impact
    A misreading of the stars or waves at night leads to collision. GM rolls a d6, and on an odd result the heaviest ship unit, transports then warships, is lost in the darkness and to the wine-dark sea.

  3. A Great Wailing and Gnashing of Teeth - By which the GM invites your comments, of course.

Example

The Frisian King, Aethelwoof, wants to ship his army from home to Antioch. He loads them all onto XT longships, with some XW to guard them. This entails the GM making lots of die rolls, as the fleet goes through 8 Sea Zones.

Passing the Gates of Herakles, a strange wind rises, driving the fleet against the rocky shore (rolled a 2). Thanks to the wise direction of the King, no ships are lost (rolled a 1, minus a 2 Nav Rating, is -10% losses: none lost), and the fleet arrives unscathed in Antioch.

The fair city's inns and shops are not, however, so fortunate.


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Chris Cornuelle / lote13gm at xmission dot com / last modified Tuesday, 16-Nov-2004 14:24:07 MST
© 2001-2008 Shirin Strategy Games
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