 Okay, so now we'll come into the good stuff. This is when I get to shoot things. And I'm gonna move my hammer fist and hopefully, try and shoot your, and is that your gear panther? That's the gear panther, yes. Okay, right. So I've got a move of five. So what speed, so I'm at speed. Your battle speed. Battle speed. Two move steps. So I'll move five. So I'm gonna stay straight along there, basically like that, to here. Yep. And then I've got another one, so you can turn before you shoot. So I'm red. Yep. So I'm gonna turn all the way, because hopefully I'm gonna try and shoot you with my forward cannon, and then hopefully get a broadside as well. Yep. So will I be able to shoot from there with my forward facing cannon? Yes, but forward and backwards, that is your fire arc like that. So we can get a template so you can work that out. So anything then in that cone is a valid target, and similarly at the back, if you've got any rear firing weapons. To your sides, it's the width of your base. So your starboard and broadsides are the width of the base all the way out. So it's that corridor. Okay. So anything that's in there is a target. So obviously the bigger the boat, the more you can shoot, I guess, for those, is that right? On your broadside, you have a much wider corridor to trap stuff in, yes. Okay, so now we've established that I can definitely shoot you. Yep. What do I need to do next? So you have a look at your ship card. Yep. And look at how many guns you've got at the front. So I've got one L. So that's one light weapon. Okay. So light weapons roll, red dice. We have different colored dice for the different weapon types because obviously you might have a broadside that fires all three types. Okay. And so you roll different colored dice. So normally you need a six plus any modifiers. No, I don't think there are gonna be any here. So you're not close enough range. You're not a blank range. So what's the point blank range? Point blank, if you're within three inches, then you're right up close. Okay. And it's double damage than anything else. Okay. And it's easier to hit. So there's no other modifiers at the moment, so you're gonna need a six to hit me. Okay, so hopefully I'll do this. So let's pretend that was a six. There you go. Wow, I got a six. Fantastic. So light guns don't do a huge amount of damage. It's one damage, so I just take the one on here. Now there's a space on the card to stack up your damage counter so you can keep them off the table. Yeah. And notice each chip card, you have your structure points. Yeah. So like the guy panthers 28. And there's also a nerve value as well. So if you ever exceed the structure points, you're destroyed. Yeah. Once you've got enough damage that's met or exceeded your nerve value, then you're crippled. Okay. And there's a chance each time you activate that you might surrender. Right. It affects your shooting and things as well. Okay, so I've shot with my one cannon. Now I've got another move. Yep. So I can move forward again. And that's another five, is it? Yep. I can turn it or not. I don't think I'll, no, I'm just gonna keep on going. So I'll end there. Yep. Now this looks good for me. I'm quite excited about this. Yes. That is a point blank because you're within three inches broadside. Fantastic. So I've got two L and two C. C are your, basically your close quarter guns. Right. They're the other than indirect, which are random. They're the most devastating. They've got a very short range. Yeah. Of eight inches. But they do three damage instead of one like your light guns. Okay. And at this range it will be double. Right. Okay, so which color dice do I need for that one? You need, you've got two light guns. Yeah. So there'll be those two. And you've got two close, close, close quarter guns. That'll be the two black ones. Okay. So in terms of modifiers, you've got the point blank. So you're going to get plus two to hit. And otherwise that's it. So you're, so you are sixes before, you know, fours. Fantastic. So I've got them all at once. Yep. And like I say, so these different colors are so we can easily tell what's hit. No, it's not. Let's, let's pretend that again. Did it. Paraplate test. There we go. So I've got a nine. So all of them hit this time from nothing hitting. Okay. So what happens now? So you've got, that's one, two, three, four, five, six, seven, eight. Yeah. Because you're at point blank range, that's doubled to 16. Right. 16 damage. Yes. So it's up to 17. So it's getting closer to nerf, aren't it? And can you get things like criticals as well? Yes. So if, as long as it's, as long as it's, it's possible to hit. So it's a solid, these all count as solid hits. So as long as it's a solid hit, but it rolled a natural 10, that's a critical hit. Okay. And then there's a critical hit table, which you might catch on fire. It might affect your speed. You will cause more damage again from that as well. Indirect weapons, which are up and over and kind of avoid a lot of the armor and things like that cause criticals on a nine or a 10. Okay. And then, so we've done, so we've done front cannon, we've done broadside. I've heard of the thing called crossing the T. So maybe we'll have a look, see what that is next. Yeah. So we've seen, you know, shooting with our forward facing cannon, a broadside, and then one of the most devastating kind of attacks is something called crossing the T. So we'll just explain kind of what happens there and how that works. So crossing the T was a devastating naval tactic where you'd get in a position where you could fire your cannons all the way down the length of a ship. So smash through all the decks and just cause all sorts of mayhem. So you can either do that from the front or the back, but you have to have your angle right. It has to be close to the T and it has to be down the length of the ship. So if you have a look at this, and though we're moving now, you know, this orc ship here is in a quite perilous position because if I take my move step, here, my left or port broadside, he's going to catch that right down its length. Now the enemy ship has to be, its base has to be entirely within that broadside corridor. Can't be slightly out of it or anything like that. And the projected length of it has to also fit in the width here as well. So if you're slightly like that, then you've come out this way. So I've not got the right angle. Okay. So it's quite tricky to get this, but once you have got it. It can be devastating. So a stern rake like this from behind is, point blank range is triple damage. Wow, okay. So if my LoE were to catch you like that, I've got two heavy guns. So that's these two. I've got one light and I've got one close-in gun. So I'm point blank range on plus two, just like you were before. So I'm hitting on fours. And there's always you need sixes and then fours. Sixes is the standard. Veteran crew, you get a better, experienced crew or worse. But six is your standard number and then you modify from there. So I've got one that's missed, which is my biggest gun, which is unfortunate. Now I've got four and a five. So my two heavy guns have both hit. And I've also got my light guns also hit. Now I've got a natural roll of 10 there on a dice that was successful. That's a critical hit. Oh dear. So I'll work out the normal damage anyway. So these are my heavy guns, they're two each. That's two for five. Shippled is 15. That's 15 damage to that ship. Plus I've got a critical as well. For the critical table, you roll two D6 and then have a look to see what any addition is. So do I roll those or do you roll those? I roll those because I shot you. Okay, fair enough. Nine. So if you have a look at nine, that's major structural damage. The ship takes an additional D6 plus two damage. So you take an additional four damage. So that's supposed to be on 19. Yeah. So at the longer ranges when you start the game, you'll be chipping away at the enemy ships. You know, with ones, two, three points of damage. Once you can get close in, with a close point blank, and especially if you can cross the T, you can blow chunks off of ships. Okay. That means I've got a structural point of 38. So I'm all right. And then my nerve, is that my nerve? Which is, so that's 28. So what happens if you reach that? Once you, between there and you're obviously complete destruction, you're crippled. Okay. A crippled ship suffers modifiers. It's going to go half its guns in any one gun position. It's also got half its crew strength in boarding actions. And every time it activates, if there's a big enough ship that it can see nearby, it has to make a nerve test, which is based on the experience of the crew, as a skill test. If it fails that, it surrenders. And dear, okay. So we've seen, you can cross the T, you can obviously fire your broadsides, fire your front cannon as well. But it is also possible to shoot when someone's kind of sailing past you or when you're sailing past someone else, if that's right. Yes. So outside of the normal turn sequence where you're shooting at the end of a move step, you've got, there's a rule called fire as she bears. Yeah. So you can either do that in your own turn as you move past a ship. So there's modifiers and negative modifiers to attempt it because you're on the move and et cetera. You can also interrupt your opponent's turn and fire out of sequence. As long as your ship hasn't already activated that turn. Okay. So let's say I'm going to move my blood runner here. So I'm just kind of happily merrily sailing along and I've kind of ended my move step here. Now you've ended your move step inside of my front arc. Yep. So I let you get to do any shooting first, but actually your broadside is down here, misses me. So then I would get to shoot you with a fire as she bears. So I guess that might happen. If I was hoping to shoot you, I might have measured incorrectly or something like that and ended up kind of overshooting the target, I guess in some ways. So you may end up in that kind of situation then. Yeah. And it's minus two for me to hit you because it's such a tricky, tricky maneuver. Yeah. Now you're well beyond three inches, so you've got a point of length range. And I've only got the one gun to the front, but I'll do it. Yeah. And so normally I'd need a six. So minus two, I need an eight. Right. Missed. So missed. There we go. So what I'd do at this point, I'd take a fired marker and I put that in the gun position that had fired. Yeah. So I know that when it comes to my turn and that ship activates, it can't fire from that gun position. Right. Because you can only fire from each gun position once per turn. Okay. So you've got to, I guess, weight up. Is it worth the risky pot shot? Yeah. Which then uses your cannon or do you kind of wait and kind of think, okay, well, I'm going to kind of sail around and hopefully get you there. Yeah. I mean, if someone sails past your broadside, you think, well, I'm going to go for it now. Right, okay. Especially if they're very close because the point blank will cancel out the modifier for the fire she bears. Sure. So then you have sixes. Okay. Cool. So that's a good tactic then if you kind of want to, I guess get people on a worst, they might kind of think, oh, it's fine. I'm going to sail past last, they could get shot. Yes. So another thing to watch out for.