MANEUVER DC SPEED USED
Sudden Slow 15 varies
Sudden Acceleration 15 varies
45 Degree Turn 15 2
90 Degree Turn 20 3
180 Degree Turn 30 4
Harness Furious Wind 20 n/a
MANEUVERABILITY RATING
Dexterity Rating + Bonus/Penalty
19+ Perfect +10
14–18 Good +5
11–13 Average +0
7–10 Poor –5
1–6 Clumsy –10
During tactical movement, if you wish for your ship to move in anything other than a straight line, you (or another appropriate crew member, such as the Captain or Navigator), must make a Profession (sailor) check to shift course, applying the appropriate maneuverability rating modifier (from Table 5) to the roll.
Sudden Slow: With a successful check, you quickly reduce your ship’s Speed, reducing the number of squares it moves on this and subsequent turns. You may choose for your ship to move as low as 1/2 its Speed during the Naval Tactic. For every 5 points by which you beat the DC, you may choose to reduce your ship’s Speed by an additional 1 Speed for the round, to a minimum of Speed 1. This becomes your new Speed, unless another Naval Tactic or action subsequently changes your ship’s Speed. Failing the check means your ship’s Speed remains unchanged for the round.
Sudden Acceleration: With a successful check, you quickly increase your ship’s Speed. In order to make use of this Naval Tactic, you need to be sailing at less than your maximum Speed given your present heading under the current wind conditions. With a successful check, you immediately increase your speed to any value between your current Speed and your maximum. You can use this additional Speed in this round, and in subsequent rounds, you use this new value as your Speed. During this maneuver you may not turn in such a way that your tactical movement speed changes category; for example, you may not accelerate toward your maximum speed at the same time that you turn from a Base Speed heading to an Into the Wind heading.
45 Degree Turn: By making a successful check, you spend 2 Speed to change your sailing direction by 45 degrees. Failure requires you to spend 4 Speed to successfully navigate the turn. If you do not have enough Speed remaining, you start the Naval Tactic this round and finish it next round by spending the remaining amount of Speed necessary. If you have Speed remaining in the second round after (and only after) paying for completing last round’s Naval Tactic, you may use it normally.
90 Degree Turn: By making a successful check, you spend 3 Speed to change your ship’s direction by 90 degrees. Failure requires you to spend 6 Speed to successfully navigate the turn. If you do not have enough Speed remaining, you start the Naval Tactic this round and finish it next round by spending the remaining amount of Speed necessary. If you have Speed remaining in the second round after (and only after) paying for completing last round’s Naval Tactic, you may use it normally.
180 Degree Turn: By making a successful check, you spend 4 Speed to change your ship’s direction by 180 degrees. This turn is an extremely tight, sudden movement. Failure results in your ship turning 45 degrees and then capsizing.