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”There’s Something Wrong With Our Bloody Fish Today” - page 4 / 12

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Turning

<=12 knots

>12 knots

Trawler

3”

5" (also if trawling)

ICGV

4”

6"

Small Warship ( HMS Exmouth)

4"

6"

Warship

5"

7"

Ships turn by moving around turning circles. Different turning circles are used depending on the manoeuvrability of the vessel:

Ship

Turn Circle Radius

Trawling

Trawlers will be scoring points all the time they have their nets deployed. On the arrival of an ICGV trawler skippers will decide whether to continue trawling, or to pull up their nets. Recovering nets takes 10 turns for side trawlers, 7 turns for stern trawlers. Deploying nets takes the same number of turns. The nets are vulnerable throughout recovery, and stop scoring points after 5 turns. Trawlers are limited to 8 knots whilst nets are deployed.

Cutting a Trawl

If an ICGV moves within a box 2” wide and 3” deep centred on the stern of a stern trawler, or within 1” of the side of a side trawler, there is a chance the trawl will be cut. Roll a d6 for success:

Distance

0-1”

1-1½”

1½-2”

2-2½”

2½-3”

Roll

2-6

3-6

4-6

5-6

6

Warships, other trawlers and tugs may also cut trawls if they move too close - If they move within the same limits for ICGVs roll on the above table, but subtract 2 for warships, 4 for other vessels.

Damage to Anti Net Devices

The ICGV’s anti-net devices were simple improvisations and were not immune to accidental damage. If an ICGV attempts to cut a trawler’s nets roll another 2d6 after the net cutting attempt has been resolved. On a roll is 12 the net cutter has been snagged ands lost.

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