at the end of the first leg of movement. The ship may turn up
to 45° to either side.
When a sailing ship or ironclad turns, the bow
(fore) of the ship remains in place and the stern swings around
to the new heading. These are called "rudder ships" because
(although the other vessels have rudders of some kind), these ships
turn primarily by their rudders.
When a galley or an iceberg turns, it simply pivots
in place because it turns using oars. If the skipper of a sailing
vessel chooses to move his full available movement on his second
leg of movement, he may change heading again (up to 45° of course).
If a galley or ironclad has moved less than its full available movement
on the second leg of movement, the vessel may execute a second turn.
Icebergs may NOT turn after the second leg.
Tacking Sailing ships may attempt to cross the wind and go on an opposite
tack. To tack a ship must be eligible to make a standard turn and
be beating against the wind. The ship first swings its stern about
so that it is heading directly windward and then the skipper of
the ship must roll a d20 under his Skipper Rating. On a fail, the
ship stalls and failed to generate enough momentum to successfully
overcome the pressure of the wind on the sails. If the captain makes
his check successfully, the player may swing his model up to 45°.
This indicates that the ship has crossed the wind. Successful tacking
always ends the ships movement for the game term regardless
of how much movement it might have had left. Tacking costs the ships
crew one point of Stamina.
Luffing
Luffing is an intentional stall, and begins similar to tacking.
That is the ship must be eligible for a turn and must be beating
against the wind. Luffing stalls the ship in a windward heading
and ends all movement. On the next turn, the ship may resume her
movement or she may attempt to tack and cross the wind. If the ship
attempts to tack, the captain must roll a d20 under his Skipper
Rating. If the roll is successful, the ship returns to her original
attitude beating against the wind. If the roll is failed the ship
is stalled dead in the wind.
Anchors
An anchor may only be dropped when a ship is eligible to make a
turn. If the anchor is dropped between the first and second legs,
the ship will continue to move for the second leg and at the end
of the leg the stern will swing about so that the bow points directly
into the wind. If the anchor is dropped at the end of movement (which
is legal only if the ship was eligible for a turn), the ship will
continue next term with normal inertia before swinging about as
above.
Hoisting the anchor is a long and arduous task
and there is no time for it in battle. Any ship that wants to get
underway after weighing anchor will simply cut free from the anchor.
All ships carry a maximum of two anchors.
Turning vessels with
oars A galley, longboat or sharkboat may remain in place and pivot
on its center up to 90°. If the turn is greater than 45° the turn
counts as a leg of movement.
Coral and Ice Obviously, ships want to avoid grounding on beach, but they
should also be wary of undeground hazards like ice and coral. Coral
usually rings islands, but prior to gamestart players can agree
to put coral anywhere on the board. | More
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