Facing and Movement
Ships do not move like creatures, even when they use creatures for propulsion. They tend to move in the direction of their forward facing, and do so quickly.
Facing: Unlike creatures, ships have a forward facing. Usually one of the shorter sides of a ship serves as the ship’s forward facing. Facing represents the effect of inertia on vehicles. Ships move best when moving in the direction of their forward facing, and it takes time and skill to move them in other directions.
When piloted correctly, ships can move straight ahead, diagonally, or a mix of both within the same movement. Skilled pilots can make a ship zigzag in a forward direction with ease.
Movement: Ships have a maximum speed and an acceleration listing. The maximum speed is the fastest rate the ship can travel per round (though a windpropelled ship sailing in the direction of the wind can double this speed). A ship cannot usually start at its maximum speed. Each round, the pilot can attempt to accelerate the ship or decelerate it by a rate equal to its acceleration (see Movement). The rate at which a ship is currently moving is called its current speed.
Edge of the Map: When playing out ship-to-ship combat on a Flip-Mat or battle mat, the edge of the map forms an artificial boundary—on the open sea, there is no edge of the map. As a result, if a ship moves off the edge of the map, you should extend the map or reposition the ships so they have room to maneuver.
Waterborne Movement: Travel over long distances across seas or oceans uses waterborne movement, measured in miles per hour or day. For muscle-propelled ships, a day represents 10 hours of rowing. For a windpropelled sailing ship, it represents 24 hours. Waterborne speeds for the most common ship types are listed in this table or in the individual ship stat block.