As FAQ’s are received, we will endeavour to list them here. If it gets too big for this space, then we will make a .pdf file.
SHIP MOVEMENT
- Wind – A sentence was left out of the box set rulebook to do with the wind. Basically, the wind is all measured 45 degrees from the wind direction (placed centrally from the direction, as indicated on the spinning wheel, 22.5 degrees either side of centre).
If the keel line of a ship crosses into that from front or back, the wind effect applies. If the wind is behind the ship whilst sailing (downwind in the rulebook), its speed is +1. If the wind is from the front (upwind in the rulebook), then a max of half sail is allowed as an abstraction of tacking or taking actions to counter it.
Visually, it’s fairly easy to work this out and flows quickly. As a mass battle game, it’s not a perfect sailing simulation. It’s designed to easily determine things without slowing play, so you can run 10+ ships with ease.
- Drifting – When a ship or group of ships is grappled, or they have removed all grapple tokens this turn, then they will drift in the end phase of a turn. Basically, they are still classed as stationary until they move again in subsequent turns. Groups of ships will drift together; ships that are no longer grappled will drift individually.
- Drifting Collisions – Any collisions that happen as a result of this drifting will be immediately resolved. Drifting ships are classed as under oar for damage purposes. Only the ships that physically collide with terrain or other ships will take damage, not grappled ships that don’t physically collide with terrain or other ships.
COMBAT
- Where is the Shooting range measured from? – Any point on the shooting ship to the centre line sides of the enemy ship. So, the sides of the ship that are in line with the mast. Due to the shape of Viking ships, getting a good target is hard if shooting at the prow or aft directions
- Comparing combat results – A major success can negate two minor successes; Two minor successes cannot negate a major success. Basically, only a major success can negate a major success; it’s an inbuilt lethality mechanic.
- When do Hero abilities come into play? At the start of the crew phase, all Hero abilities are declared and rolled for.
FLEET CREATION
- Leader Paths – This is how you determine which tables you have access to spend your command points on. T = Trait, A = Ability, E = Effect, U = Upgrade. There is a maximum number beside these. 0 = You can’t use that table. 1 – 2 = You can use that table up to the number listed here. NA = There is no limit to how many times you can use that table.
- What are the numbers listed near Boons, Paths and Command Point tables? These are included so that these items can be randomly rolled if so desired.
- Can I take negative traits without a path? No.
