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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 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>

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