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No Turkeys 2 2009 - Valgame

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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.

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