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Sequence of the Term
The game is broken into "terms"a
word chosen to avoid several possible points of confusion in the
rules. Turns and turning play an important part of a naval game,
so in these rules, a term always refers to a period of play and
a turn (nearly) always refers to a naval maneuver.
- Roll Activation (Each player rolls a d20)
- Highest Activation activates
one ship
- Activated ship may fire engines
of war or archers at any
time during movement
- Immediately remove any ships that take enough
damage to sink
- Declare Grapples or Rams
- The declared ship has the option of activating at this point.
If the target activates, stop all actions for this ship and
proceed with the actions of the target ship as if the target
ship won Activation.
- Navigate (No navigation permitted
before first leg of first turn)
- Inertia (No Inertia on first term)
- Inertia = 1/3 of last term's movement straight forward
- Mark ship's starting point before movement begins
- Resolve first leg of Movement
- Wind / Sails
- Current
- Oars / Mechanical
- Navigate
- Execute turns and/or tack
or luff
- Resolve second leg of Movement
- Wind / Sails
- Current
- Oars / Mechanical
- Navigate
- Grapples may occur at
any point along the attackers movement path, however the
attacker must have declared a grapple prior to moving or the
grapple is simply a collision
- Ramming and collisions
can occur at any point along the attackers movement. Any
undeclared rams are considered collisions.
- Roll Activation
- Highest Activation as above
- Continue until all ships have activated, then resolve
melees and then restart term.
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