TEXT: Another boardgame player aid by
  Game:  MAN O’ WAR
  Pub:  
  Games Workshop (1993)
   
  Shipcards series
   
  BANE TOWERS
  v1
  Sept 2007
  Download a huge range of popular boardgame rules summaries, 
  reference sheets and player aids at www.headlesshollow.com
  Universal Head • Design That Works • www.universalhead.com
  These sheets are intended only for the personal use of existing owners of the game for 
  additional reference. Universal Head makes no claim whatsoever to the rights of the publisher 
  and copyright holder, and does not benefit financially from these player aids. Artwork from the 
  original game is copyrighted by the publisher and used without permission. This PDF may not 
  be re-posted online, sold or used in any way except for personal use. 
  For best results, print on card, laminate and trim to size.
  
  MAIN TOWER
  4
  FORE TOWER
  AFT TOWER
  5
  6
  Mast lost
  Cannot move under sail
  Further hits no criticals
  BANE TOWER
  OF TZEENTCH
  CREW
  CHAOS INDEPENDENT
  MOVE
  4+
  4+
  4+
  HONOURS
  2
  2 CHAOS CULTISTS
  CHAOS SORCEROR
  UP TO 3 DICE"
  1 DICE PER
  ENERGY COUNTER
  USE STANDARD TURNING TEMPLATE
  ENERGY TRACK               Each hit above reduces energy by 1
  Further hits no criticals
  Further hits no criticals
  MOVEMENT
  COMBAT
  Take dice equal to number of Energy of Tzeentch counters (starts with 3). Choose and 
  roll a number of them for movement. Ignores wind effects. May skim over sand banks 
  and islands but is damaged and loses an Energy counter on a roll of 1 on a d6.
  For every Energy of Tzeentch counter not used for movement 
  may fire a Bolt of Tzeentch. Range 9", 360º arc, 1 dice attack. 
  May not repel boarders. Does not cause criticals. 
  Hit locations get a normal save regardless of range.
  SPECIAL RULES
  Destroyed or captured towers vanish. May use dice to repair an
  Energy counter on a roll of 5-6. ‘Killed’ enemy crew in boarding
  actions are transformed into Pink Horrors on a roll of 4+ (up to
  maximum crew limit).
  Special
  MAIN TOWER
  4
  FORE TOWER
  AFT TOWER
  5
  6
  Mast lost
  Cannot move under sail
  Further hits no criticals
  BANE TOWER
  OF TZEENTCH
  CREW
  CHAOS INDEPENDENT
  MOVE
  4+
  4+
  4+
  HONOURS
  2
  2 CHAOS CULTISTS
  CHAOS SORCEROR
  UP TO 3 DICE"
  1 DICE PER
  ENERGY COUNTER
  USE STANDARD TURNING TEMPLATE
  ENERGY TRACK               Each hit above reduces energy by 1
  Further hits no criticals
  Further hits no criticals
  MOVEMENT
  COMBAT
  Take dice equal to number of Energy of Tzeentch counters (starts with 3). Choose and 
  roll a number of them for movement. Ignores wind effects. May skim over sand banks 
  and islands but is damaged and loses an Energy counter on a roll of 1 on a d6.
  For every Energy of Tzeentch counter not used for movement 
  may fire a Bolt of Tzeentch. Range 9", 360º arc, 1 dice attack. 
  May not repel boarders. Does not cause criticals. 
  Hit locations get a normal save regardless of range.
  SPECIAL RULES
  Destroyed or captured towers vanish. May use dice to repair an
  Energy counter on a roll of 5-6. ‘Killed’ enemy crew in boarding
  actions are transformed into Pink Horrors on a roll of 4+ (up to
  maximum crew limit).
  Special
  MAIN TOWER
  4
  FORE TOWER
  AFT TOWER
  5
  6
  Mast lost
  Cannot move under sail
  Further hits no criticals
  BANE TOWER
  OF TZEENTCH
  CREW
  CHAOS INDEPENDENT
  MOVE
  4+
  4+
  4+
  HONOURS
  2
  2 CHAOS CULTISTS
  CHAOS SORCEROR
  UP TO 3 DICE"
  1 DICE PER
  ENERGY COUNTER
  USE STANDARD TURNING TEMPLATE
  ENERGY TRACK               Each hit above reduces energy by 1
  Further hits no criticals
  Further hits no criticals
  MOVEMENT
  COMBAT
  Take dice equal to number of Energy of Tzeentch counters (starts with 3). Choose and 
  roll a number of them for movement. Ignores wind effects. May skim over sand banks 
  and islands but is damaged and loses an Energy counter on a roll of 1 on a d6.
  For every Energy of Tzeentch counter not used for movement 
  may fire a Bolt of Tzeentch. Range 9", 360º arc, 1 dice attack. 
  May not repel boarders. Does not cause criticals. 
  Hit locations get a normal save regardless of range.
  SPECIAL RULES
  Destroyed or captured towers vanish. May use dice to repair an
  Energy counter on a roll of 5-6. ‘Killed’ enemy crew in boarding
  actions are transformed into Pink Horrors on a roll of 4+ (up to
  maximum crew limit).
  Special
  MAIN TOWER
  4
  FORE TOWER
  AFT TOWER
  5
  6
  Mast lost
  Cannot move under sail
  Further hits no criticals
  BANE TOWER
  OF TZEENTCH
  CREW
  CHAOS INDEPENDENT
  MOVE
  4+
  4+
  4+
  HONOURS
  2
  2 CHAOS CULTISTS
  CHAOS SORCEROR
  UP TO 3 DICE"
  1 DICE PER
  ENERGY COUNTER
  USE STANDARD TURNING TEMPLATE
  ENERGY TRACK               Each hit above reduces energy by 1
  Further hits no criticals
  Further hits no criticals
  MOVEMENT
  COMBAT
  Take dice equal to number of Energy of Tzeentch counters (starts with 3). Choose and 
  roll a number of them for movement. Ignores wind effects. May skim over sand banks 
  and islands but is damaged and loses an Energy counter on a roll of 1 on a d6.
  For every Energy of Tzeentch counter not used for movement 
  may fire a Bolt of Tzeentch. Range 9", 360º arc, 1 dice attack. 
  May not repel boarders. Does not cause criticals. 
  Hit locations get a normal save regardless of range.
  SPECIAL RULES
  Destroyed or captured towers vanish. May use dice to repair an
  Energy counter on a roll of 5-6. ‘Killed’ enemy crew in boarding
  actions are transformed into Pink Horrors on a roll of 4+ (up to
  maximum crew limit).
  Special
  
SOURCE: textdata/thevault/Man O'War/Universal Head/MOWshipcards_BaneTowers.pdf