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How far can I turn?

The blue lines represent the measurement bars (S or L)

 

Step 1: Place the movement bar so that one end touches the BOW of the ship at the front-most point where it touches the waterline (playing area).

All ships will have two spots where the bow touches the playing area, so you can pick either one. Usually, the one on the side closest to the direction you wish to turn is preferable.

Step 2: Rotate the OTHER end of the movement bar to any angle you want, as long as it doesn't go under the ship.

In the picture, the blue bars show the MAXIMUM angle to either direction that the movement bar can be placed, but you can turn the bar to any angle within the partial circle marked "Legal turning radius".

Step 3: Pick up the ship, and place it on the movement bar so that it is pointing in the same direction as the bar.

The bow of the ship's new position should be pointed directly away from where the bow was previously located. The ship can be placed at any point on that bar UP TO the full length of the movement bar.

I usually try to place the ship using the same reference point (port or starboard bow) that the start of movement was measured from, but it's not really critical either way. Most players aren't picky about it, since there is already so much "slop" designed into the movement system.

Step 4: Repeat steps 1-3 for any additional segments in the ship's base move.

Step 5 (If the ship has the Schooner or Galley keyword): Rotate the ship on its stern (back end) up to 360 degrees in any direction.

 
     
  Thanks to Woelf for updating the wording!  

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