Time in Nautical Combat (OSS)

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The detailed combat system uses combat rounds. Unlike traditional AD&D game combat rounds, however, a naval combat round can be 1 minute, 10 minutes, or 30 minutes long, depending on how far apart the combatants are when the round begins. This variable time scale can take some getting used to, but it allows for quick resolution of very lengthy actions- such as pursuit.
The range between combatants also determines which actions are possible during any particular round, as shown on the table below:
 Table 11: Naval Combat Rounds
Distance Possible	Time 	Actions
0-250 Yards 	1 minute 	Flee, Evade, Close, Ram*, Board*, Spell**, Missile**, Artillery**
251-1,000 Yards 	10 minutes	Flee, Close, Spell**, Artillery**
1,001+ Yards 	30 minutes	Flee, Close, Spell**
Distance: refers to the distance separating the ships when the round begins.
Time: refers to the amount of game time that passes during the round.
Actions Possible: refers to the naval combat maneuvers listed on Table 13: Maneuverability and Combat. Certain maneuvers become meaningless as the distance between the opposing ships increases.
: * A ship cannot ram or board its opponent unless it first reduces the distance to the target ship to zero.
: ** Providing the distance between opposing ships when the round begins is not greater than the range of the attacker's artillery, spell, or archery.