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<strong>No</strong> <strong>Turkeys</strong> 2 – <strong>2009</strong> Aprile Game 10<br />
(Voluntarily) Lower or Raise Sails, and such action must be taken<br />
prior to any actual movement or prior any frontage changing,<br />
where applicable. Lower Sails against a Strong wind needs also a<br />
Maneuver Check.<br />
3.43 Movement Allowances<br />
Ship(s)<br />
Movement<br />
downwind<br />
Fire ab.<br />
LMA Mov.<br />
in Storm<br />
downwind<br />
Galleys 8 6 5<br />
Capitana 8 6 4<br />
Galleass 5 3 3<br />
Kapudana 9 6 4<br />
* treat the Lanterna as a Capitana.<br />
** Fire ab.(aboard) = unit with Fire marker on;<br />
** LMA = (when the group reaches the first damage level).<br />
Units forced to move into the wind move with – 3 MPs (or, best<br />
try to lower sails)<br />
Units in Mast Down status move at Half movement allowance<br />
(round up).<br />
3.44 Shallow waters<br />
Coastal (partially light blue) hexes represent shallow waters.<br />
These hexes are prohibited to all Christian units. Only Turks can<br />
move across these hexes. Other ships adrift are eliminated.<br />
3.45 Sailing and Maneuvers<br />
As told, changing the frontage in Sailing Mode may require a<br />
check (Maneuver Roll or Handling Roll). Simply roll 1 d6 and<br />
compare it with the counter Handling Value (HV). If the die roll<br />
result is equal or inferior to the HV the check is successful.<br />
3.46 Ships adrift<br />
If the Maneuver Check fails the unit (ship) drifts ONE hex in the<br />
wind direction maintaining the same frontage. The hex inside<br />
which the unit drifts must be empty. If not so:<br />
- the drifting unit must spend another MP in order to assume the<br />
rowing mode in the original hex, if the not empty hex has another<br />
friendly unit. If it has no MPs then an accidental ramming occurs.<br />
- the drifting unit enter the hex and becomes a ramming target, if<br />
the not empty hex has an enemy unit (put the Ramming counter on<br />
that enemy counter).<br />
3.47 High Speed Ramming<br />
Although actually very unusual, a unit can overrun an enemy unit<br />
by sail movement. The enemy unit must check a Maneuver Roll<br />
and if it goes well, the ramming-unit passes by (or through)<br />
without effects and ends its move in the first hex got after its<br />
“charge”, adjacent to the failed target. If the check fails the<br />
enemy unit suffer a ramming procedure.<br />
3.48 Combat and sailing<br />
A sailing vessel can only try to ram the enemies. It cannot<br />
bombard at close range (rake) or try boarding the enemy ships.<br />
33. ..55 RRoowwi iinngg Mooddee<br />
This was the most preferred mode to maneuver, and, above all, in<br />
the battle. Moreover this mode do not check the Handling in<br />
facing change attempts (storms apart). Movement, of course, was<br />
slower than in the previous mode.<br />
3.51 Changing Mode<br />
To make use of oars, a sailing unit must lower the sails when<br />
activated. It costs 1 MP to (Voluntarily) Lower or Raise Sails, and<br />
such action must be taken prior to any actual movement or prior<br />
any frontage changing. A galley, however, may not raise sails if it<br />
is engaged, in any way, with an enemy unit; it may lower them,<br />
however, if so situated. A unit can never Raise Sails during a<br />
Storm or being into the wind. Upon these condition a unit can<br />
always lower its sails. Mast down units cannot raise sails.<br />
Movement Fire ab. in Storm<br />
Ship(s)<br />
downwind LMA Mov. downwind<br />
Galleys 5 4 5<br />
Capitana 5 4 6<br />
Galleass 3 2 4<br />
Kapudana 4 3 5<br />
Movement into the wind = - 1 MP (subtract)<br />
Movement into the wind during a Storm= - 3<br />
3.52 Changing frontage<br />
In addition to the frontage changes during the movement, rowing<br />
units may change facing also without moving. It costs 1 MP, per<br />
hexside of adjustment, to change facing without moving forward<br />
or back. However, a unit that tries to change facing under a Storm<br />
must pay 2 MPs per hexside (when moving in a Storm it costs 1<br />
MP per hexside but it needs a Maneuver Check).<br />
A not moving rowing unit may pivot on itself with a degree of<br />
180° at the cost of 2 MPs. This can be made during a Storm,<br />
downind and with a successful Maneuver Check.<br />
3.53 Backwater<br />
A unit in rowing mode Backwater when it is its turn. It costs 2 MP<br />
to Backwater each hex, and, in doing so, the unit must move<br />
directly to its Stern (Rear), or into one of its Stern/Broadside<br />
(Flank) hexes. It is possible to do backwater maneuvers during a<br />
Storm (costs 3 MP).<br />
4.0 Weather<br />
How is the Weather is told (at start) in the scenario rules (like<br />
wind) or can be checked during the 2nd and 5th turn of the game.<br />
The Weather check occurs after the Wind Chit is drawn from the<br />
pool and after the current Wind is determined.<br />
Rolling a 1 a Storm occurs. It will last only for that turn or part of<br />
it, after the chit is drawn out.<br />
After the Storm is rolled every Fire Aboard marker must leave the<br />
map. Ignore all Fire results for the whole duration of the Storm.<br />
44. ..11 SSt toor rmmss<br />
A Storm may occur in the 2nd and 5th turn and lasts only one<br />
turn or the remaining part of it.<br />
During Storms:<br />
1 -- no combat or recover roll are allowed;<br />
2 – It is prohibited to raise Sails; it is allowed to lower sails<br />
(with a successful Maneuver Check) and to navigate downwind till<br />
sails are lowered. Impossible to pivot and to tow ships.<br />
3 -- a unit that tries to change facing under a Storm must pay 2<br />
MPs per hexside (rowing it needs also a Maneuver Check). In<br />
rowing Mode it also must be checked the Maneuver roll in order<br />
to change facing, being downwind during a storm;<br />
4 – every failed Maneuver Check generated an utter check for the<br />
Mast down Status (see damage). In other word try a second<br />
Maneuver check, if fails the Mast is broken. If successful the unit<br />
is adrift so many hexes how many points indicated the dice<br />
result.<br />
5 – all Engaged markers are removed.