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A ship may change it’s heading:

  1. directly after inertia has been resolved
  2. 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 ship’s movement for the game term regardless of how much movement it might have had left. Tacking costs the ship’s 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 |