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<strong>No</strong> <strong>Turkeys</strong> 2 – <strong>2009</strong> Aprile Game 14<br />
8.46 The so called Loss of Firepower Status<br />
Losses are noted on the Group’s Tracks subtracting values lost<br />
from the previous total (markers x 1 and x 10 are provided for<br />
records). When the markers reach some values, the player must<br />
apply events to the whole group.<br />
The LMA threshold has impact on movement / maneuvers and is<br />
explained in the movement Modes tables. Then comes the LF (Loss<br />
of Firepower) value, which causes two conditions (penalties) to all<br />
units of the group:<br />
1-- Gun Strength is HALVED:<br />
2 – remaining Manpower is forced to avoid any grappling/boarding.<br />
The only attack possible is Ramming.<br />
The utter threshold (CD) will be discussed later.<br />
9.0 Ships Recovery<br />
Damage can limit movement of the ship(s). Units Mast Down<br />
move at Half movement allowance (round up) and cannot raise<br />
sails. The movement allowance can be utterly reduced by LMA<br />
(whole group hampered in maneuvers) or by Fire markers.<br />
99. ..11 RReessc cuuee oof f ddaammaaggeedd sshhi iippss<br />
This action segment take place after all combats. A ship/unit can<br />
be rescued/repaired only if:<br />
1 – <strong>No</strong>t engaged (even if adjacent) and having made no<br />
ramming/rake attack in the same turn.<br />
2 – The distance from a unit (counter) of its group/formation is<br />
less than 2 hexes (one hex intercurring).<br />
9.11 Procedure<br />
All damaged units which meet the previous conditions can check a<br />
die-roll in order to remove a damage marker (it is possible a<br />
counter can have a Mast Down and Fire markers at the same<br />
time).<br />
Clarification: LMA Status cannot be recovered except in the<br />
case in which a group receives an attached unit (check the<br />
Track).<br />
The die roll is made after the end of combats and only for the<br />
acting group or division. In the case a group is activated two<br />
times (special chit drawn) it is allowed to check TWICE to recover<br />
its ships.<br />
The player must roll a 4-5-6 in order to remove ONE marker per<br />
turn for the whole group. If a 4-5-6 is rolled then the player<br />
choose what marker is to be removed (in the case of more units<br />
damaged or more markers present on a single counter).<br />
9.12 Cut Loose units<br />
When a ship/unit is more than 4 hexes (3 intercurrent) far from<br />
its formation/group and the Align Chit is already drawn, it may:<br />
- raise sails, try to reach another friendly group, the closest, by<br />
rolling a successful Maneuver Check and going adjacent to a<br />
friendly unit. In this case mark the space on the player’s log with<br />
an “attached to” marker.<br />
- <strong>No</strong>te that doing this the previous group loses all Manpower of<br />
the detached unit and can undergo to some troubles by reaching<br />
the various damages thresholds (see Track).<br />
- The group which receives the new unit, instead, adds the unit<br />
manpower to its track and may recover some damage.<br />
If the attachment procedure is impossible, the unit/ship becomes<br />
a Cut Loose squadron/vessel.<br />
9.13 Fate of Cut Loose units<br />
Cut Loose units immediately assume the Rowing mode without<br />
MP costs. Then roll a die. If the result is a 5-6 they can move in<br />
order to get closer to some formation in map, trying the<br />
alignment/attachment in the next turn and loses the marker.<br />
If any other result is rolled the unit moves towards the set-up<br />
edges of the map at full speed. In the next turns that unit can try<br />
again to roll a 5-6 (so pivoting back in order to reach the battle<br />
lines). This “come and go” uncertainty lasts till the unit re-aligns<br />
with some friendly group or till it leaves the map (in which case<br />
is eliminated).<br />
10.0 Group Demoralization<br />
The Group Demoralization or complete deemoralization (CD) is<br />
touched when the Manpower losses in the track (Player’s Log)<br />
reaches the threshold.<br />
In this case the whole group ceases to maneuver, its leaders<br />
stops his commands, and all the remaining units become Cut-<br />
Loose units, they cannot move in battle modes, cannot attack (but<br />
they defend), cannot do recovery actions and follow the above<br />
rules for the Cut Loose units(each single units must do so when<br />
the group Chit is drawn).<br />
11.0 How to Win<br />
Victory is assigned by counting victory points (VPs) awarded or<br />
lost by the Christian player. So:<br />
+<br />
for each Christian group in <strong>No</strong> Damage status (no threshold<br />
reached in the track) the Christian players gains 10 VPs.<br />
for each Christian group in LMA status the Christian players<br />
gains 5 VPs.<br />
for each Muslim group in LF status the Christian players gains<br />
10 VPs.<br />
for each Muslim group in CD status the Christian players gains<br />
15 VPs.<br />
for each Muslim leader lost the Christian players gains 5 VPs.<br />
--<br />
for each Christian group in LF status the Christian players loses<br />
8 VPs.<br />
for each Christian group in CD status the Christian players<br />
loses 15 VPs.<br />
for each Christian leader lost the Christian players loses 5 VPs.<br />
At the end if:<br />
VPs are a negative number, the Muslim wins.<br />
VPs are comprised from 0 to 20 is a draw.<br />
VPs are 21 or more the Christian wins.<br />
<strong>No</strong>te: this is a victory obtained only in the northern wing<br />
sector of the whole Lepanto’s battle so it is not possible to<br />
define the magnitude of the victory.<br />
12.0 Credits<br />
CREDITS:<br />
Original Rules : <strong>2009</strong>, Enrico Acerbi<br />
graphics: Enrico Acerbi<br />
errata and FAQs: http://noturkeys.devil.it<br />
Copyright © : <strong>No</strong><strong>Turkeys</strong>! Magazine <strong>2009</strong>