***Light air*** ***Sailing Speed*** Before/Quarter 3 knots Half 1 knot. Head 0. ***Wind Strength*** 3-6. ***Damage*** 1
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM
**Breeze*** ***Sailing Speed*** Before/Quarter 3 knots Half 1 knot. Head 0. ***Wind Strength*** 7-12. ***Damage*** 1d3
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM
**Calm*** ***Sailing Speed*** Before/Quarter 1 knots Half 0 knot. Head 0. ***Wind Strength*** 0-2. ***Damage*** 1
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM
**Fresh Gale*** ***Sailing Speed*** Before/Quarter 1-12 knots Half 1-6 knot. Head 0-2. ***Wind Strength*** 31-36. ***Damage*** 6d6+12
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM
**Hurricane/Typhoon*** ***Sailing Speed*** Before/Quarter 1-20 knots Half 1-10 knot. Head 0-2. ***Wind Strength*** 46-50+. ***Damage*** 10d6+48
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM
**Light wind*** ***Sailing Speed*** Before/Quarter 4 knots Half 2 knot. Head 1. ***Wind Strength*** 13-18. ***Damage*** 1d6
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM
**Moderate wind*** ***Sailing Speed*** Before/Quarter 5 knots Half 3 knot. Head 1. ***Wind Strength*** 19-24. ***Damage*** 2d6+3
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM
**Strong Wind*** ***Sailing Speed*** Before/Quarter 7 knots Half 5 knot. Head 2. ***Wind Strength*** 25-30. ***Damage*** 4d6+6
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM
**Whole Gale*** ***Sailing Speed*** Before/Quarter 1-15 knots Half 1-8 knot. Head 0-2. ***Wind Strength*** 37-45. ***Damage*** 8d6+24
***Every day*** Captain Seamanship vs Wind Strength Crit = +20% Sailing Speed for the day, Success = normal, Failure = poor progress and if ship seaworthiness < wind strength ( seaworthiness vs wind strength. if failure lose 1 point of sea worthiness. ).
Seamanship fumble = ran ship aground, capsize it etc. Reduce seaworthiness by wind strength and inflict 1d10 dice of d6 structural damage (hull protects). Hull quality reduced by 1 point per die. See pg 34-36 Rq3 GM