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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 16<br />

15.05 Movement Allowances Sailing<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) . Units in Mast Down status move at Half<br />

movement allowance (round up).<br />

15.06 Movement Allowances Rowing<br />

Ship(s)<br />

Movement<br />

downwind<br />

Fire ab.<br />

LMA Mov.<br />

in Storm *<br />

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 />

1<br />

15.07 Weather Table<br />

Die Roll Wind<br />

1 Storm (strong)<br />

2 - 6 moderate<br />

15.08 Maneuvers Compendium Costs<br />

Maneuver Sailing Rowing<br />

Change facing in movement<br />

1 MP<br />

per hexside<br />

1 MP<br />

per hexside<br />

into moderate wind NA no check<br />

into strong winds in a Storm NA NA<br />

downwind check no check<br />

downwind in a Storm NA check<br />

Change facing not moving NA<br />

1 MP<br />

per hexside<br />

during a Storm NA<br />

2 MP<br />

per hexside<br />

Pivoting 180° NA 2 MP<br />

Pivoting downwind in a Storm NA 2 MP + check<br />

Sails Lower 1 MP Raise 1 MP<br />

Sails in a Storm + check NA<br />

Backwater NA 2 MP<br />

Backwater in a Storm NA 3 MP<br />

Towing + 2 MP + 2 MP<br />

Towing in a Storm NA NA<br />

Shallow waters only Turks<br />

only Turks<br />

other eliminated<br />

15.09 LCT (Leaders Casualty Tables)<br />

First Die Roll<br />

1-2-3-4 <strong>No</strong> effect<br />

5-6 Leader Targeted<br />

Second Die Roll<br />

1 - 2 Leader Escapes<br />

3 - 4 Leader Wounded (Out of Play)<br />

5 – 6 Leader Captured / Killed<br />

15.10 Rake Procedure<br />

1 – Engaged an On Fire units cannot do rake attacks.<br />

2 -- Sum Guns Strength of the raking ships with any present<br />

Leader efficiency and a d6 roll, to have the BV.<br />

3 -- The other player determines his Defensive Value adding to<br />

its Handling Value a d6 roll and the following numbers:<br />

Ship<br />

Single More<br />

Raking unit(s) in the Arc of Fire of defenders 1 3<br />

Rake Vs the defender’s stern -2 0<br />

Rake Vs the defender’s broadsides -3 -4<br />

Leader/s on the raking ships -2 -2<br />

Leader/s on the defender’s ships LV LV+1<br />

Raking unit(s) in the Arc of Fire of defenders<br />

in Line Abreast formation<br />

1 3<br />

Defender Mast down / on fire -4 -2<br />

Sailing Defender -2 -4<br />

All these values are cumulative in columns (not rows).<br />

3 -- Subtract [add if negative] the DV (defender) from the BV<br />

(attacker) to find the Rake Effectiveness value and if zero or<br />

positive go to the Rake table. If negative the Rake attack has no<br />

effects.<br />

15.11 Rake Table<br />

die 0-2 3-6 7-10 11-14 15+<br />

1 NE NE M F 1M<br />

2 NE NE F 1 1MF<br />

3 NE M 1 1M 2<br />

4 NE F 1M 1MF 2MF<br />

5 M 1 1M 2 3<br />

6 F 1M 1F 2MF 3F<br />

Results: NE no effect as per negative Raking Efficiency. M target<br />

Mast down. F target on fire. 1 or 2 structural hit (manpower loss).<br />

Mast Down results are not cumulative (just remain M down)<br />

15.12 Ramming Tables<br />

Appr.Total Score Result<br />

10 (4+6) (one) ship sinks immediately (if single ship)<br />

8- 9 – 10+ ship loses one hit and is Mast down<br />

7 ship is Mast down<br />

5-6 check fire<br />

ship sinks immediately: if a single ship. Otherwise the result will<br />

be ship loses one hit and is Mast down.<br />

check fire : check the ramming fire table.<br />

die roll galleys capitane<br />

1-2-3 NE NE<br />

4-5 ON FIRE NE<br />

6 ON FIRE ON FIRE<br />

15.13 Boarding Table (roll 2 d6)<br />

MNP<br />

MNP Attacker<br />

defender 0-5 6-10 11-15 16-19 20+<br />

0-5 11-12 8-12 4-12 4-12 Auto<br />

6-10 12 11-12 8-12 8-12 4-12<br />

11-15 R 12 11-12 10-12 8-12<br />

16-19 R R 12 11-12 10-12<br />

20+ R R R 12 12<br />

Leaders values = must be added to MNPs<br />

Result = die-roll result needed to capture the boarded unit.<br />

Auto = Automatic R = Repulse

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