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.
- Roll for mishap - GM rolls a d6 on entering the Sea Zone: on
a 1 result, we have a mishap.
- Roll for dire consequences - GM rolls another d6 and consults the
inevitable table:
Die Roll
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Mishap
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1
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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.
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2
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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.
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3
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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.
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4
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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.
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5
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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.
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6
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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.
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- 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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