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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