The text describes the process of determining the speed and maneuverability of a ship during first sighting. It explains that a pilot must make a sailing check to determine the ship’s maneuverability and speed. Survival is typically used for navigation and identifying and avoiding natural hazards. The ship can move 5 times as fast in the water when using its helm, and 3 times 25 is 75 in air.
For flying ships, direction changes require a series of actions over multiple turns, based on ship size. For optimal sailing, the angle of the sails must be adjusted when changing direction. This is called trimming the sails. The game offers numerous opportunities for adventure, including Viking berserkers, samurai, ninjas, and savage.
The text also discusses the use of navigation tools and the importance of wind determination. A sailing ship or warship has features such as 8-foot high ceilings in lower decks, holds, and cabins, and 6-foot-high doorways. The ship’s direction and speed need to be tracked by the DM, along with the ship’s condition and knot strength.
Sailing directions (Enroute) provide detailed coastal and port approach information, supplementing the largest scale chart produced by the National Coast Guard. To establish the position of the ships on the battle mat, roll 1d4 to determine their heading. Ship movement-related components determine how far the vessel can move each round.
Sailing ships can travel in any direction but directly into the wind, which they can do indirectly by tacking, assuming they are not becalmed.
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