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Naval Command 2021 Print Friendly
Naval Command 2021 Print Friendly
Naval Command 2021 Print Friendly
2021 Edition
Written By
Rory Crabb
Website
http://rorycrabb.wordpress.com
Acknowledgements
I would like to extend my thanks to the following for their assistance and advice while creating these rules: David Manley, Dave Sharp, Simon
Stokes, Dylan Jones, Ivan Angel, David Whitehouse, Jake Collins, Andy Rucker, Paul Davies, Mark Densham, Roger Fudge, Dan Owen, and Nik
Harwood, Members of the Minehead Wargames Club and the Naval Wargames Society and members of “The Miniatures Page”, “The
Wargames Website” and “Man Battlestations” online forums
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any means, electronic,
mechanical, photocopying, record or otherwise whatsoever, without the prior permission of the author.
Permission is granted to print the PDF edition for personal use only.
Unless otherwise attributed all photographic works are public domain. United States Department of Defence Imagery (http://www.dimoc.mil/) The
appearance of U.S. Department of Defence (DoD) visual information does not imply or constitute DoD endorsement”.
1
10. Rules of Engagement ............................................................ 14
CONTENTS 10.1 Unrestricted.................................................................................. 14
10.2 Restricted....................................................................................... 14
1. Introduction .................................................................................. 4 10.3 Visual Identification.................................................................. 14
1.1 Welcome .............................................................................................. 4 10.4 Openly Hostile ............................................................................. 14
1.2 The 2021 Edition ............................................................................. 4 10.5 Hostile Intent ............................................................................... 14
1.3 Scale ....................................................................................................... 4 10.6 Attack Clearance......................................................................... 14
1.4 Playing Area ....................................................................................... 4
1.5 Miniatures ........................................................................................... 4 11. Playing the Game ................................................................... 15
1.6 Measuring ........................................................................................... 4 11.1 Sequence of Play......................................................................... 15
1.7 Dice......................................................................................................... 4 11.2 The Initiative Phase .................................................................. 15
1.8 Counters............................................................................................... 4
12. Range, Depth and Altitude.................................................. 16
2. Vessel Characteristics ................................................................ 5 12.1 Altitude ........................................................................................... 16
2.1 Vessel Types ...................................................................................... 5 12.2 Depth................................................................................................ 16
2.2 Ship Characteristics........................................................................ 5 12.3 Range ............................................................................................... 16
2.3 Detection Systems........................................................................... 5
13. The Environment ................................................................... 17
3. Aircraft Characteristics ............................................................. 6 13.1 Night Operations ........................................................................ 17
3.1 Types ..................................................................................................... 6 13.2 Prevailing Conditions............................................................... 17
3.2 Helicopters and Patrol Aircraft ................................................ 6 13.3 Visibility ......................................................................................... 17
3.3 Fixed-Wing Aircraft........................................................................ 6 13.4 Wind and Sea State.................................................................... 17
3.4 Air-to-Air Weapons Characteristics ....................................... 6
3.5 Air-to-Surface Weapons Characteristics .............................. 7 14. The Navigation Phase ........................................................... 18
3.6 Specialist Air-to-Surface Weapons ......................................... 7 14.1 Sequence of Play......................................................................... 18
14.2 Ship Movement ........................................................................... 18
4. Submarine Characteristics ...................................................... 7 14.3 Helicopter and Patrol Aircraft Movement ..................... 18
4.1 Vessel Types ...................................................................................... 7 14.4 Submarine Movement ............................................................. 18
4.2 Detection Systems........................................................................... 8 14.5 Silent Running ............................................................................. 18
2
19. Air Defence ............................................................................... 24 29. Nuclear Weapons ................................................................... 39
19.1 Air Defence Saves ...................................................................... 24 29.1 Nuclear Blasts .............................................................................. 39
19.2 RADAR ............................................................................................ 24 29.2 Shockwaves .................................................................................. 39
19.3 Air Defence Markers ................................................................ 24 29.3 Fallout.............................................................................................. 39
19.4 Providing Air Defence to Other Vessels .......................... 24 29.4 Effect of Fallout ........................................................................... 39
19.5 Firing at Helicopters and AEW Aircraft .......................... 24
Air Defence Example .......................................................................... 25 30. Merchant Vessels ................................................................... 40
30.1 Shipping Routes .......................................................................... 40
20. Surface to Surface Missiles ................................................. 26 30.2 Attacking Merchant Vessels .................................................. 40
20.1 Launching Missiles .................................................................... 26 30.3 Merchant Ship Damage ........................................................... 40
20.2 Resolving Missile Attacks ...................................................... 26
20.3 Using SAMs in the SSM Role ................................................. 27 31. Littoral Operations ................................................................ 40
20.4 Land Attack Missiles ................................................................ 27 31.1 Amphibious Operations .......................................................... 40
20.5 Ballistic Missiles ......................................................................... 27 31.2 Shore Installations .................................................................... 40
31.3 Effect of Damage to Shore Installations .......................... 41
21. Torpedoes................................................................................. 28
21.1 Un-guided Torpedo Attacks ................................................. 28 32. Anti-Piracy Operations ........................................................ 42
21.2 Guided Torpedo Attacks......................................................... 28 32.1 Boarding ......................................................................................... 42
21.3 Torpedo Defence........................................................................ 29 32.2 Defences ......................................................................................... 42
32.3 Boarding a Vessel Held by Pirates ..................................... 43
22. Anti-Submarine Warfare .................................................... 29
22.1 Anti-Submarine Mortars and Rockets ............................. 29 33. Fleet Lists .................................................................................. 44
22.2 Depth Charges ............................................................................. 29 33.1 Battlegroups ................................................................................. 44
22.3 Anti-Submarine Missiles (ASuM) ....................................... 30 33.2 Points ............................................................................................... 44
22.4 ASuM Depth Charges ............................................................... 30 33.3 Battlegroups ................................................................................. 44
3
1.5 Miniatures
1. INTRODUCTION Miniatures to represent the ships are required. Any scale can
1.1 Welcome be used but larger models may require some changes in ranges
and scales to fit on a normal sized table. The rules were
Welcome to this new edition of Naval Command. This is a set of developed and tested using 1/3000 scale miniatures.
miniature wargame rules that allow players to enter the high-
tech world of modern naval warfare, covering the period from Miniatures or counters are also required to represent aircraft.
the 1950s to the present day. Aircraft of a larger scale than the ship miniatures (Such as
1/1200 or 1/600) may be used to aid recognition and provide
1.2 The 2021 Edition a good visual effect.
This is probably the biggest review of the rules that I have made 1.6 Measuring
in a long time. Nearly all the mechanics have been looked at and
tweaked. In many cases rules have been simplified or A tape measure or other measuring instrument marked in
streamlined while in other situations extra detail has been centimetres is required. A short ruler or measuring stick is
added. While testing the changes to the rules I have paid close useful for moving ship models while the tape measure is good
attention to the ease and speed of play. Hopefully the added for measuring ranges.
levels of detail shouldn’t noticeably slow down gameplay.
1.7 Dice
1.3 Scale
Several ten-sided dice referred to in the rules as d10. Ideally as
Most naval wargames need to make concessions when many dice as the greatest number of missiles any one ship
presenting distance and time scales as modern naval taking part in the game can fire in one salvo (usually around 8).
engagements are often carried out distances of hundreds of
miles and with large variations in speed between ships, aircraft 1.8 Counters
and missiles which can be difficult to represent effectively on
an average sized gaming table. In these rules the ground scale To reduce the level of book-keeping these rules make use of a
used is one centimetre approximately equals one nautical mile selection of counter. These can be placed beside ship
(Nm). A nautical mile is equal to 1852 metres of distance and is miniatures on the table or can be placed with ships data off the
slightly longer than a statute land mile. table.
1.4 Playing Area Keeping a lookout from a US DDG [US Dept Defence 2013]
A playing area such as a table covered with a blue cloth used to
represent the sea. 6’ x 4’ is a good size but larger or smaller can
be used if players wish. The playing area can be open sea or
islands, or coastline may be added. Land can be created by
either using pieces of green cloth or specially modelled terrain.
US Navy Ticonderoga
Class Cruiser (VLS
Variant]
4
Noise (N): This describes the level of underwater noise and
2. VESSEL CHARACTERISTICS vibration created by a vessel’s hull moving through the water,
2.1 Vessel Types cavitation from its propulsion and noise from any onboard
machinery. This is used when a vessel is attempting to detect
Ships are classed into different types, each using one of the with Passive SONAR. Vessels with a low characteristic are
following codes in the fleet list section of these rules.
generally louder than those with a higher score.
CV Aircraft Carrier
Damage: This describes how much physical damage a vessel
CVN Aircraft Carrier (Nuclear Powered)
can take before it sinks. It is important to remember, especially
CVH Helicopter Carrier
LHA Assault Ship with large vessels that although this figure may be high the
LPD Landing Platform Dock vessel will become unable to take an active part in combat long
BB Battleship before it is destroyed.
BC Battlecruiser
CL Cruiser Size Rating: This describes the physical size of a vessel and
CG Guided Missile Cruiser determines how easy it is to hit with unguided weapons such
CGN Guided Missile Cruiser (Nuclear Powered) as bombs, rockets, and guns.
DD Destroyer
DDG Guided Missile Destroyer 2.3 Detection Systems
FF Frigate
This encompasses RADAR and SONAR systems. If a field is
FFG Guided Missile Frigate
marked with a “-“ it means that the type of system is not fitted
FS Corvette
to the vessel.
FSG Guided Missile Corvette
PS Patrol Vessel
Search RADAR: This characteristic represents the abilities of a
PG Guided Missile Patrol or Fast Attack Vessel
vessel’s surface search RADARS and electronic search and
LCS Littoral Combat Ship
detection systems, used to detect threats such as hostile
LS Landing Ship
vessels.
AC Air-Cushion Craft (Hovercraft)
WIG Wing-in-ground Craft (Ekranoplan)
Air Defence RADAR: This characteristic is mainly concerned
with the vessels RADAR systems that are used to detect
2.2 Ship Characteristics airborne threats such as hostile aircraft and missiles.
Ships are described by the following characteristics.
Fire Control RADAR: Ships are also fitted with an array of
Speed (S): This describes how fast a ship can move each turn. RADARs designed to work with weapons such as missiles and
The speed rating represents the number of cm a ship miniature RADAR gun directors that provide ranges and bearings to
can be moved. targets for gunnery.
Electronic Warfare (EW): This characteristic describes a ESM: Otherwise known as Passive RADAR. This describes the
vessel’s physical RADAR reflecting properties, any Electronic vessels ability to detect enemy RADAR emissions and carry out
Counter Measures (ECM) against above water threats (such as Passive Detection.
anti-ship Missiles). In game terms this determines how easy it
is to detect the ship by radar and how easy it is to lock onto and Passive SONAR: This describe the vessels Passive SONAR
hit the ship with guided weapons. Ships with a low score are detection and processing systems (such as towed arrays).
often large, easy to detect targets with little countermeasures
while high scoring vessels often utilise stealth design and Active SONAR: This represents the abilities of the vessels
technology and have large suites of countermeasures. Active SONAR and underwater search and detection systems.
5
Equipment: This describes systems such as specialist AEW
3. AIRCRAFT CHARACTERISTICS RADARs, dipping SONAR or Sonobuoys. Sometimes these will
3.1 Types also have a limited number of turns in which they can be used.
Fixed-Wing
- Multi-Role
- Fighter/Interceptor
- Attack/Strike
- Bomber
Helicopters
- Airborne Early Warning (AEW) Sea King [US Dept Defence 2014]
- Anti-Submarine Warfare (ASW)
- Strike 3.3 Fixed-Wing Aircraft
- Transport Fixed wing aircraft are grouped into “flights” of 4 aircraft.
These are represented on the table by a single miniature or
counter. Fixed-wing aircraft are described in the fleet list
section of these rules in the format shown below.
Combat Radius: This works in the same way as “range” for
shipboard weapons and missiles. This describes the maximum
range from its base that an aircraft can carry out a strike or
intercept mission.
British Royal Navy Lynx Helicopter
Defence: This describes how difficult the aircraft is to hit with
3.2 Helicopters and Patrol Aircraft
anti-aircraft weapons. It combines the effects of electronic
Helicopters and patrol aircraft are described in the fleet list countermeasures with the aircraft’s manoeuvrability and
section of these rules in the format below. pilot’s skill.
RADAR: This is the same as the RADAR characteristic for ships. Air to Air Rating: The aircrafts air-to-air fighting capability
and pilot’s ability in dogfights.
SONAR: This is the same as the SONAR characteristic for ships.
The aircraft data will also state what kind of system is fitted. Air to Surface: The aircrafts air-to-surface fighting capability.
This is usually either a dipping SONAR array or droppable This describes both the pilot’s skill and the accuracy of his
Sonobuoys. targeting systems.
Electronic Warfare (EW): This characteristic describes an 3.4 Air-to-Air Weapons Characteristics
aircraft’s physical RADAR reflecting properties, any Electronic Types:
Counter Measures (ECM) against detection and threats (such • Guns
as Surface to Air Missiles). In game terms this determines how • Air to Air Missiles (AAM)
easy it is to detect the aircraft by radar. • Rockets
Stand-Off Range: This is the maximum distance in centimetres
Defence: This describes how difficult the aircraft is to hit with
at which the weapon system can engage other aircraft. It also
anti-aircraft weapons. It combines the effects of electronic
determines the range at which an aircraft will engage in air-to-
countermeasures with the aircraft’s manoeuvrability and
air combat.
pilot’s skill.
Accuracy: This represents the effectiveness of the aircrafts
Air to Air Rating: The aircrafts air-to-air fighting capability
targeting systems combined with the on-board guidance
and pilot’s ability in dogfights.
systems of the weapon
Air to Surface: The aircrafts air-to-surface fighting capability.
This describes both the pilot’s skill and the accuracy of his
targeting systems.
6
3.5 Air -to-Surface Weapons Characteristics
4. SUBMARINE CHARACTERISTICS
Types:
4.1 Vessel Types
• Guns Submarines are classed into different types, each using one of
• Air to Surface Missiles (ASM) the following codes in the fleet list section of these rules.
• Anti-Radiation Missiles (ARM)
• Rockets SSK Attack (Diesel Powered)
• Rocket Pods SSN Attack (Nuclear Powered)
• Bombs SSG Cruise Missile (Diesel Powered)
• Torpedoes SSGN Cruise Missile (Nuclear Powered)
SSBN Ballistic Missile (Nuclear Powered)
Range: This is the maximum distance in centimetres at which
the weapon system can engage targets.
Defence: This describes how difficult the weapon (missile) is Soviet Typhoon Class SSBN
to hit with anti-aircraft or anti-missile weapons. It combines Submarines are described by the following characteristics.
the effects of electronic countermeasures with the missiles
speed and type of flight. Surface Speed: As most submarines are designed to be fast
while underwater, while on the surface they often have poor
Damage: This describes how many damage markers are seakeeping abilities and slower speeds.
assigned to surface vessels and submarine after a successful hit
from this weapon. Submerged Speed: Most modern submarines are designed to
be much fasted under water.
3.6 Specialist Air -to-Surface Weapons
Electronic Warfare (EW): This characteristic describes a
Anti-Radiation Missiles (ARM) submarine’s physical RADAR reflecting properties while on the
These are designed to lock onto and home in on enemy RADAR surface, any Electronic Counter Measures (ECM) against above
transmissions. If fired against a vessel using only Passive water threats (such as anti-ship Missiles). In game terms this
RADAR these do not receive their accuracy modifier. If the determines how easy it is to detect the ship by radar and how
target has active RADAR switched on, the missiles get their full easy it is to lock onto and hit the ship with guided weapons.
accuracy rating.
Acoustic Signature (AS): This characteristic describes the
Glide Bombs
Active SONAR reflecting characteristics of the vessel (including
These generally have the same characteristics as shape and anti-reflective features such as rubber anechoic
conventional bombs but are designed to glide when released,
tiles) as well as the effects of any Acoustic Countermeasures
allowing for greater stand-off ranges. The range of these
weapons depends on the aircraft’s altitude. used to prevent detection or protect against weapons such as
guided torpedoes.
7
4.2 Detection Systems
5. WEAPON CHARACTERISTICS
This encompasses RADAR and SONAR systems. If a field is
marked with a “-“ it means that the type of system is not fitted 5.1 Defensive Weapon Characteristics
to the vessel. Defensive weapons are designed to shoot down incoming
missiles and aircraft. In the game they are used to provide air
Search RADAR: This characteristic represents the abilities of a or missile defence saves.
vessel’s surface search RADARS and electronic search and
detection systems, used to detect threats such as hostile When used defensive weapons are assumed to have
automatically detected their target (either by RADAR or
vessels.
visually) and their operators will fire at the opportune
moment. Defensive weapons are described by the following
Air Defence RADAR: This characteristic is mainly concerned
characteristics.
with the vessels RADAR systems that are used to detect
airborne threats such as hostile aircraft and missiles. Range
This is the range over which the weapon can intercept targets.
Fire Control RADAR: Ships are also fitted with an array of
There are three range bands for defensive weapons: Close,
RADARs designed to work with weapons such as missiles. Intermediate and Long. These also determine the radius over
which a vessel can provide its own air defence to other vessels
ESM: Otherwise known as Passive RADAR. This describes the in its battlegroup.
vessels ability to detect enemy RADAR emissions and carry out
Passive Detection Defence Rating
This represents the effectiveness of the defensive system and
Passive SONAR: This describes the ability of the submarines is added to dice rolls when making air defence or missile
Passive SONAR systems such as towed arrays. defence saves.
Active SONAR: This represents the abilities of the vessels This is a combination of the weapons director and targeting
Active SONAR and underwater search and detection systems. systems combined with its power and ability to inflict damage
to its target. Some systems will have a different defence rating
for each range band.
Type
Offensive weapons are grouped into the following types.
• Guns
Virginia Class SSN [US Dept Defence 2004] • Surface to Surface Missiles (SSMs)
• Anti-Submarine Missiles (ASuMs)
• Anti-Submarine Weapons (ASW)
• Torpedoes
Range
This is the maximum distance in centimetres at which the
weapon system can engage targets. Note that this is often
outside of visual range. In these situations, the target must have
already been detected.
8
Accuracy
6. SETTING UP THE GAME
This describes the quality of weapons on-board guidance
systems and how accurately it can hit its target and is 6.1 Setup Sequence
expressed as either a positive or negative modifier. Weapons
without this characteristic are un-guided so use the gunnery The following sequence can be followed to set up a game.
rules when rolling to hit.
1. Select mission
Defence 2. Put together battlegroups
This describes how difficult the weapon (missile) is to hit with 3. Determine rules of engagement
anti-aircraft or anti-missile weapons. It combines the effects of 4. Deploy any mined areas
electronic countermeasures with the missiles speed and type 5. Deploy contact markers
of flight (such as high level or sea-skimming).
6. Deploy submarine patrol areas
Damage 7. 1st game turn
This describes how much damage the weapon can cause
6.2 The Battlespace
including its ability to penetrate armour and its explosive
power. This characteristic is added to dice rolls when This is the area represented by the gaming table. The
determining if damage has been caused. battlespace can be open sea or may include islands or a
coastline. The description plus type of terrain and depths
5.3 Features/Notes represented on the table must be agreed by both players before
the game begins.
In the fleet list section of the rules some weapon systems are
listed with special features. 6.3 Islands and Coastline
• SS: Sea-Skimming Terrain blocks lines of sight for detection between surface
• MA: Medium Altitude (Flights at the “Medium” ships and submarines. Aircraft are not affected. Note that all
altitude level) lines of sight are determined by tracing a line between the
• HA: High-Altitude (Flights at the “High” altitude centre points of each model.
level)
• LA: Land Attack Most guided missiles and guns may be fired across terrain if
• N: Nuclear Warhead their target has been detected. Any terrain s that blocks
missiles and guns such as mountains and high ground must be
• DP: Dual Purpose (+0 Air Defence at Close Range)
specified before the game begins.
6.4 Depths
Different areas of the table may be designated as having
different depths of water at the start of the game. These can be
represented on the tabletop however players wish some
examples include using different shades of blue cloth or
specially modelled patches of breaking water. In the game
there are three classes of water depth, each has different effects
on the game.
9
7. MISSIONS
Each game usually follows a mission with objectives for each
player. The following are examples of mission types. Players
are free to modify these and create their own.
7.1 Encounter
Two battlegroups must detect and engage each other.
Setup
Each side starts the game in a 12cm x 12cm area in opposite
corners of the table. Submarine patrol areas can be placed
anywhere more than 12cm from the corner of the enemy The game lasts for 10 turns. At the end of the 10 th turn roll
deployment zone. 1d10, this is the number of additional turns. At the end of the
game add up the total number of aircraft lost by the attacker
then compare it by the number of defender’s ships lost,
multiplied by three. The side with the least losses wins.
Setup
The attacker deploys inside a 12cm square area in the middle
Objectives of the table edge opposite the land. The defender can deploy
anywhere up to 12cm offshore. The defender can also deploy
The game lasts for 10 turns. At the end of the 10 th turn roll shore installations, airbases, and offshore minefields.
1d10, this is the number of additional turns. At the end of the Submarines can deploy their patrol areas anywhere on the
game victory can be decided by counting the number of vessels table.
destroyed by either side. High value targets count as two
vessels:
Setup Objectives
The defending player deploys their main battlegroup in a 12cm The attacker must attempt to land as many of their ground
deep area along one of the short table edges. Up to three ships units. Once all surviving ground units have been landed,
may then be deployed in a 6cm wide area up to 12cm from the compare the number put ashore to the number destroyed to
main groups area to act as a RADAR or Air Defence “picket”. determine a winner.
10
7.4 Convoy Objectives
A battlegroup must escort several merchant vessels across the The game lasts for 10 turns. At the end of the 10 th turn roll
battlespace. The enemy must try to disable or sink the 1d10, this is the number of additional turns. At the end of the
merchant ships before they can make it across the table. game compare the number of surviving submarines with the
number destroyed to determine a winner.
Setup
7.6 Creating Missions
The convoy are deployed in a 24cm x 12cm area in the centre
of one of the short table edges. Their route then extends to an One of the most interesting part of modern naval wargaming is
exit point directly opposite. Escort vessels deploy in the same being able to research and come up with new and challenging
zone with up to three vessels in an area up to 12cm outside of scenarios.
the zone.
When creating a scenario, the following should be considered:
The attacker deploys in a 12cm square in one of the opposite
corners. Submarine patrol zones can be positioned anywhere. • Geographic location
• Political situation
• Rules of engagement
• Forces involved
• Support from ashore
• The cold war has gone hot, NATO must escort convoys
across the North Atlantic to protect them from Soviet
forces.
• Tensions are high in a disputed region; A battlegroup must
transit the area to carry out a “Freedom of Navigation”
mission.
• Ships in hostile waters must provide fire support for
Objectives ground operations.
• A submarine must evade detection and land a unit of special
The defender must attempt to escort as many merchant ships forces on an enemy shore, then safely extract them.
off the table as possible. Once all surviving ships have left the
area, compare the number of safe merchant ships with the
number destroyed to determine a winner.
Setup
The hunters deploy in a 12cm square in one corner of the table.
The enemy submarines deploy their patrol zones anywhere
more than 1cm from the hunters.
A Sea King lowered it’s dipping SONAR [US Dept Defence 1989]
11
8. DEPLOYMENT
8.1 Initial Positions
Surface Vessels
The initial positions of surface vessels depend on the type of
mission. Generally, battlegroups will enter the table from
opposite edges although this is not vital, deployment is up to
the players to agree. A good general rule is that both sets of
contact markers must be at least 100cm apart.
Patrol Aircraft
These can either start the game off-table and use the same rules
as for land-based aircraft or can begin the game airborne,
deployed anywhere on the table as long as it is not within 30cm
of an enemy contact.
8.3 Revealing Contacts
Land-based Aircraft
Contact markers are revealed and replaced with a ship
Aircraft based ashore start the game off table and enter the miniature or revealed to be a decoy in the following situations.
battlespace from a designated entry point.
• It is detected with RADAR or SONAR - For detection
Submarines purposes decoys have the same EW or AS characteristic as
Submarines follow their own deployment procedure. the vessel creating them.
• A vessel fires any weapons – The firing vessel is revealed.
8.2 Contact Markers Any decoys can remain in play.
• The vessel is visually identified (within 12cm)
At the start of the game ship models are not placed on the table.
Instead numbered contact markers are placed. Each numbered
marker corresponds to one ship in the fleet or patrol aircraft. It
may be useful to write a list of these numbers and which ships
correspond to each. Decoys can also be listed with their
corresponding ships.
Decoys
Some ships may also deploy one or more decoy contact
markers representing their ECM (Electronic Counter Measure)
systems interfering with or disrupting enemy detection
systems. The number of decoys available to each vessel is based
on a ships EW characteristic or a submarine’s AS characteristic.
Decoys
EW/AS No. Decoys
1-5 0
6-8 1
9-10 2 US Navy P-3 Orion [US Dept Defence 1964]
12
9. SUBMARINE DEPLOYMENT No. Detection
Submarine Detection
Result
Markers
Submarines are deployed slightly differently owing to their A Submarine has been detected but not
covert nature and the difficulty in detecting them. Rather than located.
being deployed on the table at the beginning of the game (as
contact markers) submarines are assumed to be patrolling the 1 The detection marker is left in place. Note that if
area looking for targets and will only deploy once a target has the submarine remains undetected it can change
been identified. depth next turn to attempt to remove the
marker.
9.1 Patrol Zones A Submarine has been detected and located.
At the beginning of the game players with submarines must The player controlling the submarine places the
designate submarine patrol zones. Each submarine can have miniature on the table anywhere inside the
its own patrol zone or multiple submarines can be assigned to
patrol zone but not withing 12cm of an enemy
the same zone. Each patrol zone has a radius of 30cm, and the
centre is marked with a counter.
2 vessel.
When a detection attempt is successful the target is not The player that detected the submarine places
deployed as normal, instead a detection marker is assigned to the miniature on the table anywhere inside the
the centre point of the patrol zone. patrol zone but not withing 12cm of an enemy
3 vessel.
At the end of the detection phase the number of detection
markers is totalled up. The effect of the markers is described in If the submarine is using Passive SONAR it can
the following table. choose to switch on its Active SONAR at this
point.
9.3 Deployment If there is only onne submarine in the area this
has no further effect. If there are more than one
Submarines can either be deployed after being detected (as 4 submarine, a second has been detected.
above) or can be deployed during any movement phase by Continue the same procedure as above for any
their player. The submarine can be deployed anywhere inside additional detection markers.
its patrol zone that is 12” from any other vessels.
13
10. RULES OF ENGAGEMENT 10.6 Attack Clearance
In certain high-risk or politically sensitive situations a vessels
commander may need to contact a superior to ask permission
Modern ship commanders must be careful only to attack the
to attack a target. Before any attacks are made roll 1d10 and
enemy and prevent collateral damage to civilians or neutral
consult the following table. A vessel can make one attack
parties. Each game must have specific rules of engagement.
clearance request per turn
10.1 Unrestricted
Attack Clearance
This represents a tactical situation in which two nations are Roll Result
openly at war. Any vessel entering the combat area is a valid Avoid contact and withdraw.
target and may be attacked without restriction. In the modern
world this is quite a rare situation, one of the only real-life No attacks can be made.
examples of this was combat actions within the exclusion zone 1-2
around the Falkland Islands during the UKs conflict with At the begininig of the next turn the vessel must move
Argentina in 1982. at full speed in any direction away from the target.
Stand off and monitor
Ships may engage and attack any detected target (including
merchant ships) even if it has not been visually identified. No attacks can be made.
3-4 The vessel must maintain its current range from the
10.2 Restricted
target. If the target moves closer the vessel must move
Most modern naval operations take place in situations where away to maintain the disstance.
the location and intentions of an enemy are unknown. Many
missions may not even require a force to attack the enemy, Attack clearance granted.
instead using intimidation tactics. 5+ Vessel can enegage its target and carry out any attacks
and move without restriction.
10.3 Visual Identification
14
11. PLAYING THE GAME
11.1 Sequence of Play
The game of Naval Command is divided into turns in which
both players move and carry out actions with their fleets. Each
combat turn is divided into five phases as follows:
1. Initiative
2. Navigation
3. Detection
4. Combat
5. Damage Control
15
12. RANGE, DEPTH AND ALTITUDE 12.2 Depth
Shallow: This range band is occupied by submarines operating
The modern battlespace is truly three dimensional with at periscope depth. From this depth submarines can engage
submarines, surface vessels, aircraft and various missile type surface vessels.
all occupying the same area. To make sense of this complicated
picture in the game these rules use range, altitude, and depth
Deep: This describes any depth below the thermocline (the
bands.
layer in which the temperature of the sea water significantly
12.1 Altitude changes). Submarines at this depth cannot engage surface
targets.
Surface: All altitudes and depths are measured from the
surface or sea level. This band is occupied by surface vessels 12.3 Range
and surfaced submarines. Sea-skimming missiles and very low
flying aircraft are also classed as being at this level. This describes the lateral distance between a surface vessel
and any airborne threats. These three range bands are used
mainly for air-defence.
Low: This is roughly up to 3000m and covers low flying
aircraft, helicopters, and most surface to surface missiles.
High: This band covers the cruising altitude of large jet aircraft
and passenger jets. This altitude is approximately 10,000m and
above. It extends to the edge of the atmosphere so also
encompasses ballistic missiles and high-level spy planes.
16
13. THE ENVIRONMENT 13.3 Visibility
Roll 1d10 and apply any modifiers specific to the prevailing
Weather and sea conditions are a vital consideration when weather conditions
carrying out operations at sea. Storms and poor conditions can
quickly ruin plans or put ships in danger. Weather conditions Wind and Sea State
are determined before the game begins. Weather conditions Roll Result
can be decided by the scenario or by agreement between
players or can be randomly determined. Clear
1-5
No Effect
13.1 Night Operations
Before the game starts roll 1d10. On a roll of 1, 2 or 3 the game Rain/Snow
will take place at night. Visual detection ranges at night are
• Visual detection range reduced from 6cm on the
reduced to 6cm for surface vessels and 12cm for aircraft. Radar 6-7
surface and 12cm from the air.
and Sonar detection ranges are not affected.
• -1 to all RADAR detection rolls
13.2 Prevailing Conditions
Mist/Dust/Haze
Before the game begins the prevailing weather, conditions
must be determined by rolling 1d10. This describes the 8-9 • Visual detection range reduced from 6cm on the
weather conditions in the wider area of a battle and how likely surface and 12cm from the air.
they are to change during the game.
Fog
Prevailing Weather Conditions
10+ • Visual detection range reduced from 3cm on the
Roll
surface and 6cm from the air.
Settled
Wind/Sea Visibility
1-4 1d10-3 1d10-3
13.4 Wind and Sea State
Change
None Roll 1d10 and apply any modifiers specific to the prevailing
Un-Settled weather conditions.
Wind/Sea Visibility
1d10 1d1 Wind and Sea State
5-7 Change Roll Result
At the start of each turn roll 1d10. On a roll of 1,2 or 3 the Dead Calm
0-1
conditions change, remianing unsettled but re-roll for both No effects
wind and visibility. Calm
2-3
Approaching Storm No effects
Wind/Sea Visibility Moderate
4-7
1d10+2 1d10+2 No effects
Change Rough
8-9 At the start of each turn roll 1d10. On a roll of 1 the • Surface speed recduced by 2cm
8-9
prevailing conditions change to a storm. Each turn the • Aircraft may not be launched or recovered
chance increases by 1. For example on the second turn the
weather changes on a roll of 1 or 2, on the third turn, 1,2 Storm
and 3 and so on. • Surface speed recduced by 3cm
Storm • Visual detection range reduced to 6cm on the surface
Wind/Sea Visibility 10 and 12cm from the air.
10 1d10+3 1d10+3 • Aircraft may not be launched or recovered
Change • Amphibious operation cannot be carried out
None
Hurricane/Typhoon
• Surface speed recduced by 4cm
• Visual detection range reduced to 4cm on the surface
11+ and 8cm from the air.
• Aircraft may not be launched or recovered
• Amphibious operation cannot be carried out
17
14. THE NAVIGATION PHASE 14.4 Submarine Movement
14.1 Sequence of Play
Prior to being revealed or detected submarines move between
Starting with the player who won the initiative each player contact markers (as described in the deployment section of
moves one element (ship, helicopter, patrol aircraft or these rules.
submarine) at a time, alternating between the initiative and
non-initiative players. Once detected or revealed by firing weapons a submarine
miniature is placed on the table. It is now moved in the same
14.2 Ship Movement way as a surface vessel but with the addition of the following
rules.
Surface vessels can move any distance up to their “Speed”
characteristic. Due to the scale at which this game is played Modern submarines are primarily designed to operate
coupled with the manoeuvrability of modern ships, vessels can underwater and do not have good seakeeping abilities while
carry out as many turns as they wish and there is no restriction surfaced. To reflect this, submarines, move at two different
on speeding up and slowing down. speeds. Like surface ships submarines can carry out as many
turns and changes in speed as they wish.
Note that actual ship movement speeds are affected by the
prevailing weather conditions. Rules for different weather and Depth
sea conditions are provided later in this book. As part of their move submarines can also increase or decrease
their depth. There are three depth levels a submarine can move
14.3 Helicopter and Patrol Aircraft Movement between. These have different effects on detection, and which
Helicopters and AEW aircraft are also launched and moved weapons the submarine can use. A submarines’ depth level
during the movement phase. Any carrier or ship with a flight kept track of using counters placed beside the miniature or
deck can launch and recover helicopters and patrol aircraft. noted down when a submarine is still hidden.
18
15. DETECTION 15.3 Detecting Aircraft
Attempts to detect incoming strike aircraft do not use the rules
Detecting the enemy is an important element of modern naval from this section. Aircraft detection is incorporated into air
warfare. One of the main tactics of modern naval warfare is to defence rolls (See the Attack Phase section).
detect the enemy while avoiding detection yourself. Modern
warships and submarines are fitted with extensive suites of Patrol aircraft and Helicopters however do need to be detected
sensors and countermeasures to make sure that they detect an before they can be fired at unless they are carrying out an
enemy before they are detected themselves. attack on a vessel in which case it will use its air defence saves.
During the detection phase these are treated the same as
A ship, submarine, patrol aircraft of helicopter can only be fired surface vessels.
at or have air strikes launched against them once it has been
detected. 15.4 Visual Detection
15.1 Sequence of Play Ships can only see as far as the horizon while in open sea. The
distance to the horizon is determined by the curvature of the
Starting with the initiative player each player can make one earth. Due to their higher altitude aircraft can see further than
attempt to detect a target (using either passive or active vessels on the surface.
detection systems) with each ship, submarine, helicopter, and
patrol aircraft, alternating between the initiative and non- Ships and aircraft automatically detect and identify any target
initiative players. within visual range (12cm for surface vessels and 30cm for
airborne aircraft). There is no need to make any dice rolls to
15.2 Switching from Passive to Active successfully carry out visual detection.
Generally, vessels will switch on their active RADAR or SONAR 15.5 Detection Ranges
during the initiative phase.
All detection attempts are referenced to three ranges. Close
At other points during the game a ship, submarine or aircraft range is up to 12cm from the vessel. In normal conditions this
is visual range. Intermediate range extends out to 30cm while
can switch to active sensors. If the following situations occur a
long range is up to 100cm.
vessel or aircraft can switch to active RADAR or SONAR:
Although detection beyond 100cm is theoretically possible for
• A vessel or Submarine has been detected with Active the purposes of gameplay this has been set as the maximum
RADAR or SONAR. distance.
• A vessel or Submarine has been targeted with SSMs,
ASuMs or Guided Torpedoes. Roll as soon as the
missiles/torpedoes are launched.
• A vessel has been targeted with a fixed-wing air strike.
Roll as soon as the strike is launched or when the aircraft
arrive on the table.
• A vessel or submarine intends to carry out an attack with
SSMs, ASuMs or Guided Torpedoes.
• A patrol aircraft/helicopter arrives at its search area.
Note that no dice rolls are required to switch on active sensors Surfaced Submarines: Detected by SONAR, RADAR or
during the initiative phase. visually.
19
16. RADAR Active RADAR Example
A Sea King helicopter has its active RADAR switched on and has
The acronym RADAR stands for RAdio Detection And Ranging been moved to a position 20cm from an enemy frigate. The
and is a detection system that uses radio waves to determine helicopter is at Low altitude so the maximum detection range
the range, angle, or velocity of objects. for a surface target is “Long” so at 20cm the helicopter is well
within range.
16.1 Active RADAR
The helicopter rolls 1d10
Active radar detects and tracks targets by transmitting radar
signals and receiving the reflection. The advantage of active Roll: 6 + RADAR Rating: 2 –Range modifier: -1 = 8
radar is that it allows the range, bearing and velocity of the
target to be accurately determined and monitored to provide a The EW rating of the target is 7, so the helicopter is successful.
good firing solution for a vessel’s weapon systems. The An active RADAR detection marker is placed beside the ship
disadvantage of active detection is that it risks giving the she model.
ships own position away as its radar transmissions can be
picked up on enemy ships passive sensors. Active RADAR also 16.2 Passive RADAR (ESM) Detection
allows vessels to add their RADAR characteristics then
attempting to detect other vessels, carry out air defence and Passive radar (Sometimes referred to as Electronic Support
fire its weapons. Measures or ESM) detects and tracks targets by processing
information on the targets own radar emissions.
Any ship, helicopter or patrol aircraft with active detection
switched on (as specified in initiative phase) may attempt to Passive detection can only be used against a target that is has
detect any surface vessel or patrol aircraft within detection active RADAR switched on.
range.
When using passive detection ships are not emitting any radar
Active RADAR Detection signals so are therefore harder to detect themselves.
Check range: The maximum range that targets at different
altitude can be detected at is shown below. Passive detection can be used over a larger range than active
Altitude detection however it does not provide the same level of
Detecting Unit accuracy as active detection making it less accurate for firing a
Surface Low Medium High
Surface I L L L ship’s weapon systems.
Low L I L L
Medium L L I L If a ship successfully detects another ship using passive
High L L L I detection it may decide to immediately switch on its active
Close (C) Intermediate (I) Long (L) radar to actively detect the target (assuming the target is
0-12cm 12-30cm 30-100cm within active detection range) allowing it to more accurately
targeted by its weapons.
Surface Targets Airborne Targets
Roll 1d10 + Search RADAR Roll 1d10 + Air Defence RADAR In this situation there is no need to roll again for detection.
Place a “detected (Active)” counter next to the target. This is
Apply Modifiers the only situation outside of the initiative phase that a ship may
Situation Modifier switch on its active radar.
Intermediate Range (12-30cm) -1
Long Range (30-100cm) -2 If a ship with active detection switched on wishes to actively
Target is within 6cm of land -1 detect any ship within range that has already been detected
Poor Weather -2 with passive detection and is within active detection range it
does not need to roll, the target will automatically be detected
Compare result to the targets EW rating and the detected (passive)” counter is replaced with a detected
Equal or Higher Lower (Active)” counter.
• Target successfully detected
• Place a detection counter beside the miniature No Passive/ESM Detection
• The target remains detected for the rest of the Detection Check range: The maximum range for ESM is 100cm
game
Roll 1d10 + ESM
Apply Modifiers
Situation Modifier
Intermediate Range (12-30cm) -1
Long Range (30-100cm) -2
20
Passive RADAR Example
17. SONAR
A US Navy cruiser has its Active RADAR switched on. A Russian
destroyer is 60cm away and attempts to detect the cruiser SONAR is an acronym that stands for SOund Navigation And
passively. The maximum range for passive detection is “Long” Ranging. SONAR systems use sound propagation (usually
through water) to navigate, communicate with or detect
so at 60cm the target is in range.
objects on or under the surface.
1d10 is rolled for the Russian destroyer: 17.1 Detection Attempts
Roll: 7 + Passive RADAR: +2 –Range modifier: -2 + Targets During the detection phase of the turn each ship can carry out
RADAR rating: +4 = 11 one SONAR detection attempt. Note that vessels can make a
RADAR and a SONAR detection attempt during the same turn.
The EW rating of the target is 8, so the destroyer is successful.
A passive RADAR detection marker is placed beside the ship 17.2 SONAR Detection
model. Surfaced submarines are detected in the same way as ships
either visually or by using active or passive detection. Surfaced
The Russian destroyer decides that it will fire it’s SSMs at the submarines can also use their own radar in the same way as
target so immediately switches on its Active RADAR. The other surface vessels. Submarines below the surface at both
detection marker is replaced with an active detection marker. “shallow” and “deep” depths can only be detected using Sonar.
Submarines can also use Sonar to detect surface ships.
SONAR Systems
Type Operating Depth
Hull Mounted Same as Ship or Submarine
Dipping Shallow
Sonobuoys Surface
Towed Array One level below the vessel
Submarines
If a submarine on the surface that has been detected with
Active or Passive RADAR decides to dive all radar detection is
immediately lost.
21
17.5 Passive SONAR Active SONAR Detection
Check range: The maximum range that targets at different
Passive SONAR systems listen for the noises produced by depths can be detected at is shown below.
vessels moving through the water. This noise can be caused by Target Depth
the vessel’s engines and machinery, its propeller and even its Detecting Unit
Surface Shallow Deep
crew. Surface C I C
Shallow I I C
Passive SONAR Detection Deep C I C
Check range: The maximum range that targets at different Close (C) Intermediate (I) Long (L)
depths can be detected at is shown below.
0-12cm 12-30cm 30-100cm
Target Depth
Detecting Unit
Surface Shallow Deep Roll 1d10 + Active SONAR
Surface I I C
Shallow L L I Apply Modifiers
Deep I I L Situation Modifier
Close (C) Intermediate (I) Long (L) Intermediate Range (12-30cm) -1
0-12cm 12-30cm 30-100cm Long Range (30-100cm) -2
Detecting through the Thermocline -2
Roll 1d10 + Passive SONAR
Compare result to the targets N rating
Apply Modifiers Equal or Higher Lower
Situation Modifier • Target successfully detected No
Target has ACTIVE SONAR Switched on +2 • Place a detection counter beside the miniature Detection
Intermediate Range (12-30cm) -1
Long Range (30-100cm) -2
Detecting through the Thermocline -2 Active SONAR Example
Compare result to the targets N rating An ASW frigate is directly above a submarine patrol marker
Equal or Higher Lower (close range) and begins “Pinging” with its active SONAR. The
• Target successfully detected No target is currently deep.
• Place a detection counter beside the miniature Detection
1d10 is rolled for the ship.
Passive SONAR Example
Roll: 10 + Active SONAR: +1, –Thermocline modifier: -2 = 9
A Soviet submarine at shallow depth attempts to passively
detect a US submarine that it is trailing at a rage of 40cm, also The AS of the target is 8 so it is successfully detected. During
at shallow depth. The maximum range for shallow vs shallow is the next navigation phase, the target moves up to shallow
long so the target is in range. 1d10 is rolled: depth. The frigate must immeditely make another detection
attempt.
Roll: 9 + Passive SONAR: +1, –Long Range modifier: -2 = 8
Roll: 3 + Active SONAR: +1 = 4
The Noise rating of the target is 8 so the detection attempt is
successful. A Passive SONAR detection marker is placed beside Contact has been lost; the detection marker is removed. The
the target. frigate will be able to try to re-acquire the sub during the
detection phase.
17.6 Active SONAR
17.7 The Thermocline
Active sonar works by emitting a sound (often called a “ping”)
and measuring how long it takes to be bounced back from a This is a layer under the surface where the temperature of the
target, allowing a range, and bearing to be calculated. This gives water substantially changes. SONAR signals can bounce off this
an accurate position of a target however risks giving a vessel’s layer. For the purposes of the game this is assumed to be
position away. between shallow and deep depth.
If a ship or submarine with active sonar detection switched on 17.8 Losing SONAR Contact
wishes to actively detect any ship or submarine within range
that has already been detected with passive sonar and is within In certain situations, a vessel may lose contact with a target
active sonar range it does not need to roll, the target will that it has already detected. If a Submarine was detected using
automatically be detected and the detected (passive SONAR)” Passive or Active SONAR changes depth from “shallow” to
counter is replaced with a detected (Active SONAR)” counter. “deep” a new detection roll must be made immediately by the
vessel or aircraft that initially detected it.
22
18. THE COMBAT PHASE
18.1 Sequence of Play
During the Combat phase players can fire their ships weapons,
launch strike aircraft, and carry out anti-submarine attacks.
23
19. AIR DEFENCE
Air Defence
Roll 1d10
19.1 Air Defence Saves Active RADAR
On Off
When a surface vessel is attacked by aircraft or guided missiles
Missiles/Aircraft can only be
it gets the opportunity to make an air defence save for each
engaged at:
range band, this represents the ships Air Defence RADAR + Air Defence RADAR
• Close Range
detecting and acquiring the target and then its air defence • Low Altitude
weapons such as AA Guns, surface to air missiles (SAMS) and
close in weapon systems (CIWS) engaging the target or using Subtract 1 for each Air Defence Marker Assigned
countermeasures such as guidance jamming or chaff to mis-
direct the attack. Compare result to the Missile/Aircrafts Defence rating
Equal or Higher Lower
The range bands are the same as those used for detection. The • Missile/Aircraft shot down • Missile/Aircraft survives
altitude of the incoming threat must also be checked as • Remove from play • Aircraft carry out attacks
different defence systems can engage targets at different • If at close range Missiles hit –
heights. resolve damage.
For each incoming missile or aircraft, a player can choose at Assign an Air Defence Marker
which range bands and altitudes to engage it and with which
defence systems. If a missile or aircraft is engaged at more than Repeat Procedure for the next range band or next
one range band, the air defence saves must be made in order of aircraft/missile.
range.
When more than one system is used in a single range band a 19.4 Providing Air Defence to Other Vessels
single dice roll is made but modifiers for each system are Any other vessels whose air defence weapons are in range of a
combined. missile or aircrafts line of attack can provide additional air
defence saves. These vessels only use the save and rating for
19.2 RADAR
the range band that corresponds to the distance to the target
If a vessel does not have its Active RADAR on it can only engage vessel or the missile or aircraft’s line of attack.
targets at close range and at low altitude.
These saves are carried out in order starting with the vessel
19.3 Air Defence Markers furthest from the target and moving closer.
24
Air Defence Example
Missile 1
Firstly, an attempt to engage the missile at long range can be
made using the ships Standard Missiles. 1d10 is rolled.
This equals the SSMs Defence, so the first missile is shot down.
An Air Defence marker is placed beside the vessel.
Missile 2
An attempt to engage the missile at long range can be made
again using the ships Standard Missiles. 1d10 is rolled.
1d10 roll [4] + Air Defence RADAR [4] + Missile [2] + Air Defence
Markers [-1] = 9
1d10 roll [8] + Air Defence RADAR [4] + Missile [3] + Air Defence
Markers [-2] = 13
Missile 3
For the final missile, the player decides to wait until it is at close
range to engage with all its systems. 1d10 is rolled.
1d10 roll [6] + Air Defence RADAR [4] + AA Guns [1] +Missile [2]
+CIWS [2] Air Defence Markers [-3] = 12
This beats the SSMs Defence, so the missile is shot down. Three
more Air Defence markers are placed beside the vessel (one for
each system that was used).
25
launched. If unsuccesful no missiles are alaunched and the
20. SURFACE TO SURFACE attack is cancelled.
MISSILES
Bearing-Only Launch
Surface-to-surface missiles (SSM) or are designed to be
launched from the sea and hit targets on land or at sea. SSMs This is when the firing ship is unable to accurately detect a
are also guided by various systems. Unguided missiles are target or has failed to obtain a firing solution. The missiles are
usually referred to as “rockets”. fired on the bearing of the target and rely on their onboard
guidance when they are closer to their target. With this type of
20.1 Launching Missiles launch there is no need to obtain a firing solution, but all
missiles receive a -2 modifier when rolling for their final lock.
Long range Surface-to-Surface missiles have become the
primary anti-ship weapon in most modern navies. Air Defence
Once a viable target has been decided the player in control of The opponent then carries out any air defence saves (see the
the firing ship must declare how many missiles they are firing. air defence section). For air defence most missiles will be flying
The maximum number that can be fired is usually dictated by at “Low” altitude unless otherwise specified (such as sea
the number carried onboard, even single missile launchers skimming weapons).
generally have a quick enough reload time to fire off a full salvo
in the timescale of a single game turn.
Roll 1d10 for each missile and add the missile’s “Accuracy”
rating. If a firing solution was successfully obtained the “Fire
Control RADAR” rating of the firing vessel or spotting unit can
be added to the roll.
Roll 1d10 and add the firing vessel or guiding vessels “Fire
Any results equal to or greater than the target’s EW, hit the
Control RADAR” Rating or the “RADAR” rating of a helicopter
target, and damage is applied (See the damage section) If the
or patrol aircraft in range.
result is less than the targets EW, the missile fails to lock and
If the target has been detected with Active RADAR a +2 ditches.
modifier is applied to this roll.
If the total is equal to or greater than targets EW rating, the
target has been acquired and missiles programmed and can be
26
Surface to Surface Missiles 20.5 Ballistic Missiles
Roll 1d10
Ballistic missiles follow a ballistic trajectory to deliver their
Active RADAR warheads to a predetermined target. These missiles are guided
On Off only during relatively brief periods. Most of their flight is
+ Firing Vessel/Spotter Fire Control RADAR unpowered. Long range Ballistic Missiles (Intercontinental or
ICBMs) are launched on a sub-orbital trajectory.
Compare result to the targets EW rating
Equal or Higher Lower In game turns, once launched, ballistic missiles cannot be shot
Firing Solution Obtained Bearing Only Launch down due to their high speed and high altitude.
Target carries out Air Defence Target carries out Air Defence SSM Attack Example
for each SSM for each SSM Player A decides to fire 8 harpoon missiles from a Type 23 Frigate
at a Russian cruiser. Firstly, the firing solution must be obtained.
Roll 1d10 for each surviving Roll 1d10 for each surviving The target is out of the ships RADAR range so a nearby AEW
SSM SSM helicopter uses it’s +2 RADAR modifier. 1d10 is rolled and 2 is
added, the total is 10. The EW of the cruiser is 9, The target is
Add SSM Accuracy rating Add SSM Accuracy rating acquired. The 8 missiles are now fired.
+ Firing Vessel/Spotter Fire Player B then carries out its air defence saves and successfully
Control RADAR destroys four of the missiles.
Compare result to the targets EW rating
Equal or Higher Lower The surviving two missiles are then rolled for to see if they lock
• Missile Hits • Missile fails to lock on. 1d10 is rolled for each and the missile’s Accuracy rating of +3
• Apply Damage • Remove SSM from play is added. The two results are 4 and 9. One missile fails to lock and
ditches while the other hits and causes 3 points of damage.
20.3 Using SAMs in the SSM Role
Some surface to air missile systems can also be used in a limited
surface-to-surface role. Only missiles capable of firing at
intermediate or long range can be used in this role. When
acquiring target, a ship cannot use any radar so it would be a
bearing only launch. For the final lock the missile can use its air
defence rating. SAMs have the following characteristics:
27
launch there is no need to obtain a firing solution, but all
21. TORPEDOES missiles receive a -2 modifier when rolling for their final lock.
Torpedoes are underwater ranged weapons launched above or Torpedo Defence
below the water surface, self-propelled towards a target, and
with an explosive warhead designed to detonate either on The target can use evasive manoeuvres and countermeasures
contact with or in proximity to the target. Modern torpedoes to avoid the torpedoes. If the launch is bearing only the target
can either be unguided or guided. receives a +2 modifier to its defence rolls.
Unguided torpedoes when launched will simply run in a Each torpedo that survives any defence saves must now
straight line until they run out of power or fuel or hit a target. attempt to lock onto the target using its final onboard guidance
This gives unguided torpedoes a range of 3cm. system. Roll 1d10 for each torpedo and add the torpedoes’
“Accuracy” rating. If a firing solution was obtained, add the firer
To try to hit a target with unguided torpedoes roll 1d10, if the or spotters Active SONAR rating.
firing vessel has active SONAR switched on add its “SONAR”
characteristic. The score required to hit different targets is Any results equal to or greater than the target’s AS, hit the
shown in the following table. target, and damage is applied (See the damage section) If the
result is less than the targets AS, the torpedo fails to lock and
Un-Guided Torpedoes continues to run, detonates harmlessly or hits the seabed.
Target Range/ Score to Hit
Size 0-2cm 3-4cm 5-6cm Guided Torpedoes
1-2 9+ 10+ 10+ Roll 1d10
3-4 8+ 9+ 10+
Firing Unit: Active SONAR
5-6 7+ 8+ 9+
On Off
7-8 6+ 7+ 8+
9-10 5+ 6+ 7+ + Firing Vessel/Spotter Active SONAR
1. Obtain a firing solution Roll 1d10 for each surviving Roll 1d10 for each surviving
2. Torpedo Launch Torpedo Torpedo
3. Torpedo defence
4. Final lock Add Torpedo Accuracy rating Add Torpedo Accuracy rating
5. Torpedo impact
+ Firing Vessel/Spotter Active
SONAR
Obtaining a firing solution
Compare result to the targets AS rating
This is be carried out by the vessel or aircraft intending to fire Equal or Higher Lower
its torpedoes if it has active SONAR switched on and the target • Torpedo Hits • Torpedo fails to lock
is in range. If these requirements are not met another vessel or • Apply Damage • Remove Torpedo from play
patrol aircraft or helicopter can be used if in range of the target.
Roll 1d10 and add the firing vessel or guiding vessels “SONAR”
Rating. If the total is equal to or greater than targets AS rating,
the target has been acquired and torpedoes programmed and
can be launched. If unsuccesful no torpedoes are alaunched and
the attack is cancelled.
Magnetic Anomoly Detectors
IF an aircraft is launching a torpedo and has been fitted with a
Magnetic Anomaly Detector (MAD) it adds 2 to this roll. as the
MAD allows it to detect and pinpoint the submarines position.
Bearing-Only Launch
This is when the firing ship is unable to accurately detect a
target or has failed to obtain a firing solution. The torpedoes
are fired on the bearing of the target and rely on their onboard A Ship launches a Mk.46 torpedo from deck mounted tubes.
SONAR when they are closer to their target. With this type of [US Dept Defence 2007]
28
21.3 Torpedo Defence
22. ANTI-SUBMARINE WARFARE
When a vessel has been fired at with a torpedo it can attempt
to evade the incoming torpedo by manoeuvring or can deploy
22.1 Anti-Submarine Mortars and Rockets
acoustic countermeasures to “distract” the torpedo.
This type of weapon uses a mortar or rocket launcher to deliver
Countermeasures can only be added to this roll when the vessel a salvo of depth charges at a greater range than traditional
is being fired at with guided torpedoes. Remember to keep note depth charge launchers. Examples include the RBU-6000 and
of how many times countermeasures have been used as these the Hedgehog Anti-Submarine Mortar. These weapons also fire
are usually limited. The following procedure is carried out for a pattern or spread of charges, increasing the chance of hitting
each individual Torpedo the target submarine.
Torpedo Defence Firing these weapons follows the same procedure as for depth
Roll 1d10 charges, however the range is usually longer. This type of
weapon is usually fired as salvos of multiple rockets or bombs
Target: Active SONAR
however for the purposes of the game this is counted as a single
On Off
shot with a single dice roll.
+ Active SONAR + Passive SONAR
If the firing vessel has active SONAR switched on it also adds its
Add defence ratings for any countermeasures
“SONAR” characteristic to the total to represent it using the
SONAR to accurately determine the target’s position.
Compare result to the torpedoes Defence rating
Equal or Higher Lower
• Torpedo avoided/diverted or • Torpedo continues towards
destroyed. target and hits.
• Remove torpedo from play • Apply damage
By the end of the cold war these had generally been replaced
by far more accurate guided torpedoes.
Mk.48 Torpedoes in their storage racks on a US Navy SSN
[US Dept Defence 2010] Nuclear depth bombs cannot be used if any surface vessel is
within 6cm of the target.
29
Depth Charges Anti-Submarine Missiles
Target Type/ Score to Hit Roll 1d10
Depth Conventional Nuclear
Shallow 8+ 2+ Firing Unit: Active SONAR
Deep 10+ 3+ On Off
+ Firing Vessel/Spotter Fire Control RADAR
22.3 Anti-Submarine Missiles (AS uM) Compare result to the targets EW rating
This type of ASW weapon usually consists of a missile that Equal or Higher Lower
Firing Solution Obtained Bearing Only Launch
when above a detected submarine drops a separate homing
torpedo. Examples include the US ASROC and the Soviet Silex
Target carries out Air Defence Target carries out Air Defence
missile. Anti- Submarine Missile attacks are broken down into
for each ASuM for each ASuM
the following phases.
Missile deploys torpedo above Missile deploys torpedo above
Obtaining a firing solution target target
This can be carried out by the vessel intending to launch its
missiles if it has active SONAR switched on and the target is in Target carries out Torpedo Target carries out Torpedo
range. If these requirements are not met another vessel or Defence for each Torpedo Defence for each Torpedo
patrol aircraft or helicopter can be used if in range of the target.
Roll 1d10 for each surviving Roll 1d10 for each surviving
Roll 1d10 and add the firing vessel or guiding vessels “Active Torpedo Torpedo
SONAR” Rating or the “SONAR” rating of a helicopter or patrol
Add Torpedo Accuracy rating Add Torpedo Accuracy rating
aircraft in range. If the total is equal to or greater than targets
AS rating, the target has been acquired and missiles
+ Firing Vessel/Spotter Active
programmed and can be launched. If unsuccesful no missiles
SONAR
are are launched and the attack is cancelled. Compare result to the targets AS rating
Equal or Higher Lower
Bearing-Only Launch
• Torpedo Hits • Torpedo fails to lock
This is when the firing ship is unable to accurately detect a • Apply Damage • Remove Torpedo from play
target or has failed to obtain a firing solution. The missiles are
fired on the bearing of the target and rely on the onboard
SONAR of the torpedo when it is deployed closer to their target.
22.4 ASuM Depth Charges
With this type of launch there is no need to obtain a firing Some anti-submarine missiles deploy depth charges rather
solution, but the torpedo will receive a -2 modifier when rolling than torpedoes. For these the final steps of the procedure Once
for their final lock. the depth charges have been deployed roll to hit the target
using the usual depth charge rules (note that no SONAR ratings
Air Defence are added to this roll.
As ASMs travel through the air prior to dropping their torpedo,
they can be intercepted by any vessels within range using the
same air defence procedure as for SSMs.
Separation
If the missile survives air defence it will deploy its torpedo
above the target vessel. This is usually deployed by a small
parachute. Once the torpedo enters the water it’s onboard
SONAR will begin searching for a target. The target submarine
can now carry out a torpedo defence save (see the torpedo
rules).
Final Lock
If the submarine fails, it’s save the torpedo must lock onto the
target using its final onboard SONAR. Roll 1d10 and add the
torpedo’s “Accuracy” rating. If the missile was launched on
bearing only, 2 is subtracted from this total. If the result is
equal to or greater than the target’s AS, the torpedo hits, and
damage is applied (See the damage section) If the result is less
than the targets AS, the torpedo fails to lock.
ASROC 8-Cell Launcher [US Dept defence 1962]
30
23. GUNNERY
Although guns aren’t the main armament of modern warships,
they still fulfil an important role in attacking smaller vessels,
shore targets and slow-moving aircraft. Most modern ships
carry a small number of electronically controlled guns of
around 5” calibre.
Gunnery
Target Naval Guns Small Arms
Size Score to Hit Score to Drive Off Score to Sink
1 9+ 3+ 5+
2 8+ 4+ 6+
3 8+ 5+
4 7+ 6+
5-6 6+
7-8 5+
9-10 5+
31
air missiles and attempting to either shoot them down or drive
24. AIR OPERATIONS them out of the combat area.
During the second world war the advent of effective naval 24.4 Combat Air Patrols (CAP)
airpower changed warfare at sea, making traditional big-gun
vessels obsolete almost overnight. A combat air patrol or CAP is a squadron of aircraft that remain
airborne around a battlegroup, vessel, or target area with the
24.1 Aircraft Carriers purpose of intercepting and attacking hostile aircraft before
they can carry out an attack.
Often the most valuable vessels in a modern fleet, carriers
provide a floating base for their air wing and can launch,
A CAP can comprise of one or two flights of aircraft. When a
recover, re-fuel and re-arm aircraft at sea. When an aircraft has
CAP is launched the aircraft, miniatures are based beside their
been recovered it takes two turns for it to be re-armed and re-
ship or a designated and marked target point.
fuelled. On its third turn on-board it may be re-launched as part
of an air strike.
The CAP can intercept any aircraft within a radius of 24cm plus
the CAP aircrafts Stand-off range from their ship or marker
Aircraft carriers may also wish to launch a Combat Air Patrol
point. Intercept aircraft move directly into contact with their
(CAP) see the aircraft section for the CAP rules.
target and engage in a dogfight.
24.2 Flight Decks
Holding Patterns
Flight decks allow ships to operate helicopters or STOVL A Carrier or airbase may launch strike aircraft into a holding
aircraft. Each ship with a flight deck has a certain number of pattern in which they circle in the general area of the carrier or
aircraft it can launch each turn. This is shown in the fleet lists. base. This allows players to build up a group of aircraft before
carrying out a strike. Aircraft in a holding pattern must already
For example, a carrier with the following: Flight Deck [4] can have a designated target. Aircraft in a holding pattern may
launch 4 aircraft per turn and recover 4 in the same turn. change their mission to intercept if required (in the same way
as a CAP).
When a helicopter or aircraft has been recovered it takes two
turns for it to be re-armed and re-fuelled. On its third turn on- CAP Example
board it may be re launched.
Two flights of Sea Harriers have been given a CAP mission to
Aircraft Bases patrol in the vicinity of a specified point. The harriers are armed
with Sidewinder missiles with a stand-off range of 20cm. The
In modern naval warfare air power is one of the most effective
radius of a CAP is 24cm plus the missile range of 20cm gives a
ways for a nation to project its power, strength, and influence.
total radius of 44cm.
The strength of a country’s navy is often counted in its number
of aircraft carriers. During the 1982 Falklands conflict all the Two enemy aircraft flights have been given strike missions. The
British naval losses were from Argentine air attack, flight path of Flight A passes outside the total radius so the
demonstrating the effectiveness of air power. During a game aircraft in the CAP will not intercept it. The flight path of Flight
strike and intercept aircraft must be launched from and return B enters within the radius. One or both CAP flights can now
to an appropriate base. This can be one of the following: intercept. The flight is moved into contact with the enemy at the
point that it enters the CAP radius.
• An aircraft carrier controlled by the player.
• An on-table airbase.
• An off-table airbase or aircraft carrier.
For any off-table carrier or air base an entry point on the edge
of the table must be specified before the game as well as the
distance from the battle area. This is used when measuring an
air strikes approach route for the purposes of air defence and
working out whether a target is within an aircraft’s combat
radius.
24.3 Missions
When a flight of fixed-wing aircraft is launched they must be
launched with a specific mission. There are two types of
mission for fixed-wing aircraft:
• Strike
• Intercept
• Combat air Patrol
32
25. STRIKE MISSIONS 25.3 Fighter Escorts
F-18s take off from the USS Enterprise [US Dept Defence]
33
Bombs 25.5 Electronic Warfare
The accuracy of unguided bombs depends on the altitude from Some aircraft such as the US Navy’s EA-6 Prowler are equipped
which they are dropped and the size of the target vessel. 1d10 with specialized electronic warfare (EW) equipment designed
is rolled for each bomb, the score required to hit is shown in to disrupt the enemies ECM and air defence systems. This
the table below. Guided bombs work in the same way but will feature allows the element to disrupt the electronic systems of
generally have much higher accuracy ratings. any ships and aircraft within its operating range.
Glide Bombs
The effective range of bombs designed to glide depends on the
altitude from which they are released. Bombs dropped from
higher altitudes will glide further.
Glide Bombs
Release Altitude Range
SS 0cm
Low 3cm
Medium 6cm EA-6 Prowler EW Aircraft [US Dept Defence 2014]
High 12cm
The player rolls 12d10s as the jet is loaded with 12 500lb bombs.
To the result on each dice the accuracy characteristic of the
bombs: +0 is added and the Buccaneer’s Air to Surface rating of
+1. The total results after modifiers are:
2, 3, 3, 4, 4, 5, 6, 7, 8, 9, 10, 11 .
The score required to hit the cruiser (size Rating: 5) from low
altitude is 7+, so 5 bombs hit. Damage is then rolled for each
bomb.
The jet then turns around and returns to the carrier and is
removed from play for re-fuelling.
34
26. AIR-TO-AIR COMBAT 26.4 Engaging
35
Bugging Out The defence of the Mig is 12 so the missile misses, and an Air
Combat Marker is assigned.
When an aircraft bugs out of combat it immediately returns to
base. Helicopters and patrol aircraft make a full move towards
Missile: 2: Roll:9 + Missile Accuracy: +1 + Air to Air: +3 - Air
their base.
Combat Markers: -1 =12
Example 1
This is equal to the Migs defence, so it is hit and shot down. The
An air group of 2 Mig-29s declare that they will attack an air F-14 receives another Air Combat marker
group of 3 F-14s.
As the F-14 destroyed its opponent it can now engage the other
Mig. Outnumbered the Mig decides to evade. Both players roll
The first Mig is moved within 13cm of one of the F-14s (the 1d10.
range of its AAMs). The F-14 elects to engage both roll 1d10.
F-14: Roll: 6 + Air-to-Air: +3, Air Combat Markers: -2 + modifier
F-14: Roll: 5 + Air-to-Air: +3 + Modifier for attacking:+1= 9 for being supported: +1= 8
Mig: Roll: 5 + Air-to-Air: +4 = 9 Mig: Roll: 9 + Air-to-Air: +4, + Modifier for evading: +1= 14
Both are the same so the Mig, with the higher "Air-to-Air" rating The Mig successfully evades and is immediately removed from
fires first. play as it "Bugs out" and heads back to base.
Missile 1: Roll:4 + Missile Accuracy: +1 + Air to Air: +4 =9
The defence of the F-14 is 10 so the attack misses and the Mig
is assigned an "Air Combat" . Marker.
This is equal to the F-14 defence so hits, shooting the F-14 Example 2
down. The Mig is assigned another Air Combat Marker.
A flight of F/A-18s has been ordered to intercept a KA-27
helicopter. The F/A-18 moved within 20cm of the helicopter to
use its AAM.
The KA-27 can Fire first but does not have any air to air
weapons so cannot do anything, the F/A -18 then gets to fire.
The Mig then decides to attack the next F-14. The F-14 opts to
engage. Both players roll 1d10. Missile 1: Roll 6 + Missile Accuracy: +1 + Air to Air: +4 =11
F-14: Roll: 3 + Air-to-Air: +3 + Modifier for attacking +1 = 6 The defence of the KA-27 is only 8 so it is easily destroyed.
36
27. DAMAGE 27.4 Destroyed Vessels
When the number of damage markers assigned to a vessel
27.1 Damage Markers exceeds the ship’s “Damage” characteristic it is destroyed.
When this happens, the vessel remains in play and still gets a
Damage is kept track off using markers. When a ship takes chance to carry out repairs during the damage control phase. If
damage, it is assigned damage markers. These can be placed the repairs fail to save the ship it is destroyed. A “destroyed”
beside the ship miniature or off the table with the ship’s data. ship either sinks or becomes a floating hulk. All aircraft carried
on board are also destroyed. A destroyed submarine will
27.2 Resolving Damage
immediately sink.
For each hit roll a number of d10s equal to the damage rating
of the weapon to determine the type of damage. Any airborne aircraft may land on alternative ships but may not
be re-fuelled and re-armed and take no further part in the
Damage game. If no alternative ships are available airborne aircraft that
Weapon Type/ Damage have completed strikes must ditch in the sea or attempt to
Roll reach land off-table so are removed from the game.
Missile/Rocket Torpedo Gun/Bomb
1-4 Minor Minor Minor
5 Fire Flood Minor 27.5 Damage Control
6 Fire Flood Flood At the end of each turn any ships with damage can attempt
7 Flood Fire Fire damage control.
8 Structure Structure Structure
9-10 Structure Structure Structure Damage Control
Roll 1d10
Minor Damage
Only superficial damage is inflicted that has no real effect on
the fighting capability of the vessel. No damage tokens assigned
37
28. MINE WARFARE CAPTOR/Encapsuled Torpedo
These mines contain a guided torpedo that is designed to be
28.1 Mine Laying released when the mine is triggered. When triggered a guided
torpedo attack is then made following the normal procedure
Mines can be laid prior to a game (see torpedo section).
starting if required or can be
deployed by vessels or aircraft Mine Detonation
during the game. Type Hits On
Contact 1-4
Instead of keeping track of Magnetic 1-6
individual mines these rules use Acoustic 1-7
mined areas. Each area is Torpedo/CAPTOR 1-8 (Torpedo Release)
marked with a counter placed at
the centre of an area with a 3cm
radius.
28.3 Minesweeping
Mine sweeping vessels can safely move through mined areas
and clear a safe path for any vessels behind them. Any vessel in
a line behind a minesweeper is not at risk of detonating a mine.
Contact
these are the most basic type of Mine that are detonated when
a vessel makes physical contact with them.
Influence
Physical contact is not required to trigger these mines, instead
they are triggered by magnetic fields, noise, or vibration. Some
modern influence mines can be programmed to recognise the
different acoustic signatures of vessels and can be set to only
detonate when a certain type use detected.
A Mk.60 CAPTOR Mine is prepared for loading onto an aircraft
when a vessel moves through a mined area roll 1d10 [US Dept Defence 1989]
Remote
Remote mines will not become active until switched on by the
player. To arm these mines, shore-based facilities must be
successfully contacted. A score of 5+ is required in 1d10. The
mines will then become active at the beginning of the following
turn from them they will be treated as normal contact or
influence mines.
38
29. NUCLEAR WEAPONS 29.3 Fallout
After the initial blast, toxic nuclear fallout will begin to spread.
Due to their devastating power, nuclear weapons are generally This depends on the wind conditions.
not used in the game. A single nuclear warhead would be
capable of wiping out an entire battlegroup which would not
make for an enjoyable game.
Nuclear Fallout
Wind Condition Drift
Dead Calm None
Calm Cloud extends 6cm each turn
Moderate Cloud extends 12cm each turn
Rough Cloud extends 24cm each turn
Storm Cloud extends 12cm each turn
29.2 Shockwaves
Outside of the initial blast zone is the shockwave zone where
severe damage will still be caused. This zone has a radius of
double the initial blast, the shockwave has the following effects.
Nuclear Shockwave
Target Effect
Surface Roll 1d10 = Number of hits – Roll for damage
Vessel/Submarine as normal
Patrol Roll 1d10: 1-5 Destroyed, 6-10 Immediately
Aircraft/Helicopter return to base
39
30. MERCHANT VESSELS 31. LITTORAL OPERATIONS
90% of the world’s trade is transported by sea. Merchant ships Many modern naval operations are carried out in support of
are therefore an important part of modern naval operations. land operations. This includes landing troops and equipment,
Merchant ships are usually controlled by one of the players. attacking shore targets or providing fire or air support to units
engaged in fighting on land.
Other than convoy scenarios where a player has full control
over civilian ships in most games there are restrictions on how 31.1 Amphibious Operations
a player can move merchant ships.
Landing Craft
Landing craft (including boats and hovercraft) are treated in
the same way as helicopters for the purposes of the rules. Each
has their own movement speed. Once launched they can move
towards the coast. On arrival at the shore they can unload one
land element per turn. On completion of unloading they must
return to their ship.
30.1 Shipping Routes
Once merchant ships have been positioned on the table the Landing Ships
controlling player must indicate the direction of travel of each Landing ships can move up to the edge of land and beach
ship by designating the ships exit point (one side of the table). themselves. They can then unload one land element per turn. It
takes a landing ship a further turn after it has completed
Throughout the game the merchant ship must move over the unloading to re-float and leave the beach.
most direct route at full speed towards its designated exit
point. Once the ship reaches the edge of the table it is removed Airborne Operations
from play, having left the battle area
Transport aircraft such as transport helicopters are launched
in the same way as normal helicopters. They must fly to a
designated landing zone, spend 1 turn at the zone dropping off
their passengers or supplies and then return to their ship. All
shipboard transport helicopters can carry one land element at
a time.
Land Elements
These are used in the game to represent land forces such as
infantry platoons, vehicles, and supplies. These can be
represented on the table either by counters or small-scale
miniatures (such as 1/300 or 1/600 scale).
40
Weapon Systems 31.3 Effect of Damage to Shore Installations
Coastal gun batteries or missile sites are often involved in naval Each damage marker (regardless of type) has the following
combat near the coast. During the game Weapons based in effects on the instalation. These take effect immediately.
buildings do not need to be detected, however mobile systems
do. For the purposes of and combat these are also treated in the • -1 EW
same way as surface vessels (without the ability to move). • -1 to all RADAR
Firing at Shore Installations Note that damage control cannot be carried out by shore
instalations.The number of damage markes ar building can
During the game buildings do not need to be detected (They are take before being reduced to rubble is shown in the table
assumed to be marked on charts, maps, or aerial photos) while below.
temporary installations and vehicles must be detected as
normal. To fire at a shore installation roll 1d10 for each weapon Building Damage
firing. The score required to successfully hit different types of Type Damage
target are shown in the table below. Adobe house/Wooden hut 1
Small brick/concrete building 2
Hitting Shore Installations Large brick/concrete building 3
Target Score to Hit Small re-enforced concrete building 3
Vehicle 9+ Large re-enforced concrete building 4
Small Building 8+ Small fortification/bunker 4
Medium Building 7+ Large fortification/bunker 5
Large Building 6+ Oil/fuel terminal/refinery 2
Massive Building 5+
Building Damage
Roll Score to Hit
1-3 Minor: No Effect
4-7 Structure
8-10 Fire
41
Naval vessels cannot be taken under total control by pirates. A
32. ANTI-PIRACY OPERATIONS naval vessel will simply stop moving and may not carry out any
further actions until the pirates are defeated. Each turn after
Piracy targeted at merchant vessels is a major world issue, the ship has been boarded roll 1d10. On a roll of 4+ the pirates
costing the global economy over $16 billion a year. Piracy is are captured or killed by the ship’s crew and full control of the
most prevalent in the waters between the Red Sea and Indian ship is regained.
Ocean, off the Somali coast, and in the Strait of Malacca and
Singapore, which are used by over 50,000 merchant ships a Pirates Boarding Vessel
year. Vessel Type Score Required
Civilian Yacht 2+
The offshore oil industry has also been put at risk in areas such
Merchant Vessel 3+
as West Africa and the Gulf of Guinea forcing oil companies to Offshore Platform 4+
pay for their own security services to protect their commercial Naval Vessel 10+
interests. Multinational efforts are now being made to combat
piracy and protect merchant ships in these high-risk areas
Protection Modifier
Anti-Piracy Defenders -1
32.1 Boarding
Armed Defenders (Private Contractors) -2
Usually pirates will attempt to board a ship to take its crew Military Defenders -3
hostage and demand ransom money from the ship’s owners or
flag state.
32.2 Defences
During the game if a pirate vessel wishes to carry out a
boarding attempt it must move into contact with its target There are various methods of defending a ship from a pirate
(both miniatures must be in base-to-base contact). Once attack. Some of these are designed to kill the pirates while
alongside the target ship will try to prevent the pirates others are only designed to prevent them gaining access to a
boarding either by manoeuvring the ship or physically fighting vessel or drive them away.
the attackers off.
Fixed Defences (Barbed Wire etc.)
While the pirate vessel is alongside roll 1d10. The score Merchant ships will often add protection such as barbed wire
required to successfully board are as follows. and razor wire attached to the rails and bulwarks on their
decks to prevent pirates from climbing on board.
If the roll is unsuccessful the pirates fail to board the vessel.
They may make another attempt during the following turn. If
the roll succeeds the pirates successfully gain access to the
vessel and take control. Place a marker beside the ship
miniature to indicate that it has been captured.
42
Fire Hoses 32.3 Boarding a Vessel Held by Pirates
Merchant vessels also rig fire hoses on their decks, ready In some situations, special forces soldiers may be used to re-
charged with water to be fired at pirate attempting to approach capture a vessel that has been taken hostage by pirates. Troops
and board the vessel. Although not fatal the water jets are can gain access to a vessel either by boat or by helicopter. While
strong enough to repel attackers and cause minor injury. the special forces boat is alongside or their helicopter directly
above roll 1d10. The score required to successfully board
In the game fire hoses can only be used if attackers are different vessel types are as follows.
attempting to board and works in the same way as small arms,
however successful hits cause no damage and can only drive off Boarding Pirate-Held Vessels
their target. Score Required
Vessel Type From Boat From Helicopter
Civilian Yacht 3+ 6+
Merchant Vessel 4+ 5+
Offshore Platform 5+ 4+
Naval Vessel; 4+ 3+
If the roll is unsuccessful the special forces soldiers fail to board
the vessel. They may make another attempt during the
following turn. Each subsequent turn they receive an
additional –1 modifier to their dice role to simulate that they
have lost the element of surprise.
Small Arms
While operating in high risk areas naval vessels will post
personnel on deck to operate small arms such as assault rifles
and fixed machine guns. Merchant ships may also have armed
defenders on deck either supplied by a military force or hired
as commercial armed protection. These follow the standard US Sailors inspect a dhow [US Dept Defence 2006]
rules for small arms fire (see “Small Arms” section) .
43
33. FLEET LISTS
33.1 Battlegroups
33.2 Points
It was decided when producing this new edition of the rules to
not provide points costs for each ship (like in previous
versions). The rationale behind this is that real would combat
is very rarely balanced so allowing players to select perfectly
equal forces would be totally unrealistic and less of a challenge.
33.3 Battlegroups
Each class of ship takes up a specific number of organisation
“slots”. The following battlegroup organisation tables show
how many slots are available for each type of ship in the
battlegroup. Note that these are roughly based on US navy
strike groups and may need some minor modifications to
match other nations forces.
44
ARGENTINA
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
6” Gun Gun 20 +0 2
5” Gun Gun 12 +0 1 DP
4.5” Gun Gun 12 +0 - 1 DP
100mm Gun Gun 12 +0 - 1 DP
76mm Gun Gun 6 +0 - 1 DP
Exocet MM-38 SSM 22 +3 11 3 SS
Hedgehog ASW Mortar 0 +0 - 1 Salvo Fire
Depth Charge Trower ASW 0 -1 - 1
Mk-46 Torpedo 6 +1 12 3
Mark 15 Torpedo 3 -1 - 3 Unguided
Mk.37 Torpedo 12 +1 10 3
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 0 +0
30mm Cannon Gun 0 +0
AIM-9 Sidewinder AAM 20 +1
R.550 Magic AAM 10 +2
R.530 AAM 10 +1
LAU-10 Rocket 5 -1 - 1 Unguided
Matra Rocket Pods Rocket Pod 5 +0 - 2 Salvo Fire
AM-39 Exocet ASM 97 +3 11 3 SS
AGM-65 Maverick ASM 12 +1 11 2
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
45
Aircraft Carriers
Cruisers
Destroyers
46
Allen M Sumner Class Destroyer (Modernised) DD
In Service: 1972
No. In Class: 3
47
Corvettes
Attack Submarines
48
Type-209 Submarine SSK
In Service: 1974
No. In Class: 2
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 4 0 +0 - -
Intercept
AIM-9 Sidewinder AAM 4 20 +1 - - -
20mm Cannons Gun 4 0 +0 - -
Attack
LAU-10 Rocket 8 5 -1 - 1 Unguided
20mm Cannons Gun 4 0 +0 - -
Attack
MK-82 500lb Bomb 8 0 -1 - 3 Unguided
20mm Cannons Gun 4 0 +0 - -
Attack
MK-81 250lb Bomb 8 0 -1 - 2 Unguided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 2 0 +0 - -
Attack
MK-82 500lb Bomb 18 0 -1 - 3 Unguided
30mm Cannons Gun 2 0 +0 - -
Attack
AGM-65 Maverick ASM 4 12 +1 11 2
30mm Cannons Gun 2 0 +0 - -
Attack
LAU-10 Rocket 16 5 -1 - 1 Unguided
49
Super Etendard Attack Jet
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
1000 9 +2 +2
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 2 0 +0 - -
Attack
AM-39 Exocet ASM 2 97 +3 11 3 SS
30mm Cannons Gun 2 0 +0 - -
Attack
Matra Rocket Pods Rocket Pod 4 5 +0 - 2 Salvo Fire
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 2 0 +0 - -
Attack
MK-82 500lb Bomb 4 0 -1 - 3 Unguided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 2 0 +0 - -
Intercept R.550 Magic AAM 2 10 +2
R.530 AAM 1 10 +1 - -
Canberra Bomber
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
810 8 +0 +1
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 4 0 +0 1
Attack
MK-82 500lb Bomb 8 0 -1 - 3 Unguided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 2 0 +0 1
Attack
MK-82 500lb Bomb 3 0 -1 - 3 Unguided
50
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
6 x Wing Hardpoints: Mk.46 Torpedo 0-6 4 +2 12 3
Can be fitted with the Mk.57 Depth Charge 0-6 0 -1 - 2 Unguided
ASW
following: Mk.81 250lb Bomb 0-6 0 -1 - 2 Unguided
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 8 4 +2 12 3
ASW Sonobuoys (SONAR: +1, 5 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Lynx Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Stingray Torpedo 2 6 +2 12 3
Alouette Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 7 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW MK-46 Torpedo 2 4 +2 12 3
51
AUSTRALIA
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
5” Gun Gun 12 +0 1 DP
4.5” Gun Gun 12 +0 - 1 DP
RGM/UGM-84 Harpoon SSM 50 +3 11 3 SS
RGM-109 Tomahawk SSM 700 +4 10 4 LA
Ikara ASuM 12 +2 11 3
Squid ASW Mortar 0 +1 - 1 Salvo Fire
Limbo ASW Mortar 0 +1 - 1 Salvo Fire
Mk-46 [324mm] Torpedo 6 +1 12 3
MU-90 [324mm] Torpedo 12 +3 11 2
Mk.IX [533mm] Torpedo 4 +0 10 4 Unguided
Mk.37 [533mm] Torpedo 12 +1 10 3
Mk.48 [533mm] Torpedo 24 +3 11 4
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 0 +0
30mm Cannon Gun 0 +0
AIM-9 Sidewinder AAM 20 +1
LAU-10 Rocket 5 -1 - 1 Unguided
AGM-114 Hellfire ASM 6 +3 13 1
AGM-65 Maverick ASM 12 +1 11 2
MK-83 1000lb Bomb 0 -1 - 4 Unguided
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
52
Aircraft Carriers
Assault Ships
Destroyers
53
Perth Class Destroyer DDG
In Service: 1965
No. In Class: 3
Frigates
54
Adelaide Class Frigate FFG
In Service: 1980
No. In Class: 6
Aviation: Flight Deck [1]
Aircraft: 1 x SH-60 Seahawk Helicopter
Landing Ships
55
Attack Submarines
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 4 0 +0 - -
Attack
1000lb Bombs Bomb 2 0 -1 - 4 Unguided
20mm Cannons Gun 4 0 +0 - -
Attack
3” Rockets Rocket 8 1 +0 - 2 Salvo Fire
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 2 0 +0 - -
Attack
MK-82 500lb Bomb 18 0 -1 - 3 Unguided
30mm Cannons Gun 2 0 +0 - -
Attack
AGM-65 Maverick ASM 4 12 +1 11 2
30mm Cannons Gun 2 0 +0 - -
Attack
LAU-10 Rocket 16 5 -1 - 1 Unguided
56
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
6 x Wing Hardpoints: Can be Mk.46 Torpedo 0-6 4 +2 12 3
ASW fitted with the following: Mk.57 Depth Charge 0-6 0 -1 - 2 Unguided
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AEW RADAR
Depth Charge Depth Charge 2 0 -1 - 2 Unguided
ASW
MAD (Magnetic Anomaly Detector)
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW (LAMPS) Mk.46 Torpedo 2 4 +2 12 3
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Attack AGM-114 Hellfire ASM 4 6 +3 13 1
Wessex Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 8 -3 +0 +0
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Transport Transport Capacity: 1
57
SH-3 Sea King Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 8 -2 +0 +0
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
NH-90 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
10 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +2, 3 Turns on-scene)
Transport Transport Capacity: 1
58
BRAZIL
Master List
Brazilian Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Colossus CV
Clemenceau CV
Ocean LHA
Brooklyn CL
Fletcher DD
Garcia FF
Niterói FFG
Type-22 FFG
Inhaúma FSG
Amazonas FS
Foudre LPD
GUPPY II SSK
Oberon SSK
Tupi SSK
Scorpène SSK
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
6” Gun Gun 20 +0 2
5” Gun Gun 12 +0 1 DP
Exocet MM-40 SSM 97 +3 11 3 SS
RUR-5 ASROC ASuM 5 +2 11 3
Bofors 375mm ASW Mortar 2 +0 - 2 Salvo Fire
Mk-46 [324mm] Torpedo 6 +1 12 3
Mark 16 [533mm] Torpedo 3 -1 - 3 Unguided
Mk.48 [533mm] Torpedo 24 +3 11 4
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 0 +0
LAU-10 Rocket 5 -1 - 1 Unguided
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
Aircraft Carriers
59
Clemenceau Class Aircraft Carrier (Sao Paulo) CV
In Service: 2000
No. In Class: 1
Aviation: Flight Deck [4]
Aircraft: 4 x A-4 Skyhawk Flights, 4 x Cougar Helicopters, 4 x Sea King Helicopters
Cruisers
Destroyers
60
Frigates
61
Corvettes
Landing Ships
62
Attack Submarines
63
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 2 0 +0 - -
Attack
MK-82 500lb Bomb 0 -1 - 3 Unguided
30mm Cannons Gun 2 0 +0 - -
Attack
LAU-10 Rocket 16 5 -1 - 1 Unguided
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
6 x Wing Hardpoints: Mk.46 Torpedo 0-6 4 +2 12 3
Can be fitted with the Mk.57 Depth Charge 0-6 0 -1 - 2 Unguided
ASW
following: Mk.81 250lb Bomb 0-6 0 -1 - 2 Unguided
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Transport Transport Capacity: 1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Lynx Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
64
CANADA
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
3” Gun Gun 10 +0 - 1 DP
RGM/UGM-84 Harpoon SSM 50 +3 11 3 SS
ASROC ASuM 5 +2 11 3
Limbo ASW Mortar 0 +1 - 1 Salvo Fire
Mk-46 [324mm] Torpedo 6 +1 12 3
Mk.48 [533mm] Torpedo 24 +3 11 4
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 0 +0
AIM-9 Sidewinder AAM 20 +1
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
Aircraft Carriers
65
Destroyers
66
Annapolis Class Destroyer DDG
In Service: 1964
No. In Class: 2
Aviation: Flight Deck [1]
Aircraft: 1 x Sea King Helicopter
Frigates
67
Attack Submarines
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 4 0 +0 - 1 -
Intercept
AIM-9 Sidewinder AAM 2 20 +1 - - -
20mm Cannon Gun 4 0 +0 - 1 -
Attack
MK-82 500lb Bomb 6 0 -1 - 3 Unguided
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
6 x Wing Hardpoints: Mk.46 Torpedo 0-6 4 +2 12 3
Can be fitted with the Mk.57 Depth Charge 0-6 0 -1 - 2 Unguided
ASW
following: Mk.81 250lb Bomb 0-6 0 -1 - 2 Unguided
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
68
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
69
PEOPLES REPUBLIC OF CHINA
Master List
70
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
130mm Gun 20 +0 - 2 DP
100mm Gun 20 +0 - 2 DP DP
76mm 9 +0 - 1 DP DP
RBU-1200 ASW Rocket 0 +0 - 1 Salvo Fire
RBU-6000 ASW Rocket 1 +1 - 1 Salvo Fire
FQF-2500 ASW Rockets ASW Rocket 2 +0 - 2 Salvo Fire
Type-75 ASW Rockets ASW Rocket 2 +0 - 2 Salvo Fire
Type-87 ASW Rockets ASW Rocket 6 +0 - 2 Salvo Fire
Type-3200 AS Rockets ASW Rocket 2 +0 - 2 Salvo Fire
CY-1 ASuM 10 -1 10 4
CY-2 ASuM 29 +0 10 4
CY-3 ASuM 20 +0 10 4
CY-4 ASuM 20 +1 10 4
CY-5 (VLS) ASuM 16 +1 10 4
YU-9 ASuM 16 +1 10 4
SS-N-2 “Styx” SS-N-2a SSM 21 +1 11 3
SS-N-2b SSM 21 +1 11 3
SS-N-2c/d SSM 43 +1 12 3
SS-N-22 “Sunburn” SSM 48 +2 13 3
Silkworm SY-1 SSM 80 +1 11 3
SY-2 SSM 70 +1 11 3
HY-1 SSM 45 +1 11 3
HY-2 SSM 107 +2 11 3
HY-3 SSM 97 +2 11 3
HY-4 SSM 269 +2 11 3
YJ-12 SSM 200 +3 13 3
YJ-18 SSM 290 +2 13 3
YJ-62 SSM 215 +2 11 3
YJ-83 SSM 100 +2 11 2 SS
CJ-10 SSM 810 +2 10 4 LA
Chang Feng CF-1 SSM 215 +1 11 3 LA
CF-2 SSM 430 +2 11 3 LA
Julang JL-1 SLBM 955 +3 13 N [8]
JL-2 SLBM 4500 +4 14 N [9]
JL-3 SLBM 7500 +4 15 N [10]
Type-53 (533mm) 53-56 Torpedo 4 +1 11 4
53-65 Torpedo 10 +2 11 4
YU Series (533mm) YU-1 Torpedo 1 +0 10 4
YU-3 Torpedo 7 +1 11 4
YU-4 Torpedo 3 +1 11 4
YU-5 Torpedo 16 +1 11 4
YU-6 Torpedo 28 +1 11 4
YU-9 Torpedo 28 +1 11 4
YU-7 (324mm) Torpedo 5 +1 11 3
ET-52 (324mm) Torpedo 5 +2 11 3
YU-11 (324mm) Torpedo 5 +2 11 3
APR- 3 (350mm) Torpedo 2 +1 11 3
YU-2 (406mm) Torpedo 1 +0 10 3
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 0 +0 - 1
PL-15 AAM 161 +1
PL-12 AAM 53 +1
PL-10 AAM 12 +1
PL-9 AAM 11 +1
PL-8 AAM 10 +1
PL-7 AAM 7 +1
PL-6 AAM 1 +2
PL-4 AAM 10 +1
PL-5 AAM 1 +2
PL-3 AAM 5 +1
PL-2 AAM 5 +1
YJ-91 ASM 38 +2 11 3
YJ-83 ASM 100 +2 11 2
FAB-1000 1000lb Bomb 0 -1 - 4 Unguided
FAB-500 500lb Bomb 0 -1 - 3 Unguided
FAB-250 250lb Bomb 0 -1 - 2 Unguided
71
Aircraft Carriers
Assault Ships
72
Destroyers
73
Type-052 “Luhu” Class Destroyer DDG
In Service: 1994
No. In Class: 2
Aviation: Flight Deck [1]
Aircraft: 2 x Z-9 Helicopters
74
Type-052B “Luyang I” Class Destroyer DDG
In Service: 2004
No. In Class: 1
Aviation: Flight Deck [1]
Aircraft: 1 x KA-27 Helicopters
75
Type- 052D “Luyang III” Class Destroyer DDG
In Service: 2014
No. In Class: 13
Aviation: Flight Deck [1]
Aircraft: 1 x Z-9 Helicopter
Frigates
76
Type-053H “Jianghu I” Class Frigate FFG
In Service: 1975
No. In Class: 14
77
Type-053H1Q “Jianghu IV” Class Frigate FFG
In Service: 1985
No. In Class: 1
Aviation: Flight Deck [1]
Aircraft: 1 x Z-9 Helicopter
78
Type-053H3 “Jiangwei II” Class Frigate FFG
In Service: 1998
No. In Class: 10
Aviation: Flight Deck [1]
Aircraft: 1 x Z-9 Helicopter
79
Missile Boats
80
Type-22 “Houbei” Class Missile Boat PG
In Service: 2004
No. In Class: 83
Corvettes
81
Type-056A “Jingdao” Class Corvette FSG
In Service: 2015
No. In Class: 24
Aviation: Flight Deck [1]
Landing Ships
82
Attack Submarines
83
Type-039A “Yuan” Class Submarine SSK
In Service: 2006
No. In Class: 13
84
Type-094 “Jin” Class Submarine SSBN
In Service: 2007
No. In Class: 6
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Intercept PL-8 AAM 8 Missiles 10 +1 - - -
PL-12 AAM 4 Missiles 53 +1 - - -
30mm Cannon Gun 1 Gun 0 +0 - 1
Attack
YJ-83 SSM 2 Missiles 100 +2 11 2 SS
30mm Cannon Gun 1 Gun 0 +0 - 1
Attack
500lb Bombs Bomb 6 Bombs 0 -1 - 3 Unguided
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
YU-7 Torpedo 6 Torpedoes 5 +1 11 3
ASW Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
YU-7 Torpedo 6 Torpedoes 5 +1 11 3
ASW Sonobuoys (SONAR: +1, 2 Turns on-scene)
MAD (Magnetic Anomaly Detector)
85
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
APR-2 Torpedo 3 Torpedoes 1 +1 11 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AEW RADAR
Z-9 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +2
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ET-52 Torpedo 2 Torpedoes 5 +2 11 3
ASW
Sonobuoys (SONAR: +1, 2 Turns on-scene)
Z-8/18 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 7 -2 +1 +2
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
YU-7 Torpedo 4 Torpedoes 5 +1 11 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
86
DENMARK
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
5” Gun Gun 12 +0 - 1 DP
76mm Gun Gun 12 +0 - 1 DP
RGM/UGM-84 Harpoon SSM 50 +3 11 3 SS
MU-90 [324mm] Torpedo 12 +3 11 2
Frigates
87
Absalon Class Frigate FFG
In Service: 2005
No. In Class: 2
Aviation: Flight Deck [1]
Aircraft: 1 x MH-60 Helicopter
Corvettes
88
Knud Rasmussen Class Corvette FFG
In Service: 2008
No. In Class: 3
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Attack AGM-114 Hellfire ASM 4 6 +3 13 1
89
FRANCE
Master List
Marine Nationale
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Clemenceau CV
Charles de Gaulle CVN
Mistral LHA
Jeanne d'Arc CGH
T-47 FF
T-53 FF
Aconit FFG
Tourville FFG
George Leygues FFG
Cassard FFG
La Fayette FFG
Aquitane FFG
Horizon FFG
Le Normand FS
Commandant Rivière FS
D'Estienne d'Orves FS
P400 FS
Floréal FFG
Ouragan LPD
Foudre LPD
Narval SSK
Aréthuse SSK
Daphné SSK
Agosta SSK
Rubis SSN
Suffren SSN
Redoutable SSBN
Triomphant SSBN
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
6” Gun Gun 20 +0 2
5” Gun Gun 12 +0 1 DP
Exocet MM-38 SSM 22 +3 11 3 SS
MM-40 SSM 97 +3 11 3 SS
Bofors 375mm ASW Mortar 2 +0 - 2 Salvo Fire
Malafon ASuM 8 +1 10 3
M-1 SLBM 1900 +2 13 N [6]
M-2 SLBM 2000 +2 13 N [6]
M-20 SLBM 1900 +2 14 N [6]
M-4 SLBM 3100 +3 14 N [8]
M-45 SLBM 3700 +4 15 N [10]
M-51 SLBM 5400 +4 15 N [10]
Z-13 (550mm) Torpedo 3 -1 - 3
F-17 550mm) Torpedo 10 +1 10 3
L-5 550mm) Torpedo 4 +1 11 3
F-21 (533mm) Torpedo 27 +3 11 3
MU-90 (324mm) Torpedo 12 +3 11 2
MK-46 (324mm) Torpedo 4 +2 12 3
90
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 0 +0
30mm Cannon Gun 0 +0
R.550 Magic AAM 10 +2
R.530 AAM 10 +1
MICA AAM 43 +2
AIM-9 Sidewinder AAM 20 +1
LAU-10 Rocket 5 -1 - 1 Unguided
Matra Rocket Pods Rocket 5 +0 - 2 Salvo Fire
Martel ASM 37 +2 11 3
AS-30 ASM 6 +1 10 2
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
EU3 450kg Bomb 2 0 -1 - 4
EU2 250kg Bomb 2 0 -1 - 3
Aircraft Carriers
91
Assault Ships
Cruisers
Destroyers
92
T-53 Class Destroyer DD/DDG
In Service: 1975
No. In Class: 6
Aviation: Flight Deck [1] (Refits and La Galissonnière only)
Aircraft: 1 x Lynx Helicopter (Refit Only), 1 x Alouette (La Galissonnière only)
Frigates
93
Tourville Class Frigate FFG
In Service: 1974
No. In Class: 3
Aviation: Flight Deck [1]
Aircraft: 2 x Lynx Helicopters
94
La Fayette Class Frigate FFG
In Service: 1996
No. In Class: 2
Aviation: Flight Deck [1]
Aircraft: 1 x Panther Helicopter
95
2 n d Class Frigates [Corvettes]
96
Floréal Class Corvette FSG
In Service: 1992
No. In Class: 6
Aviation: Flight Deck [1]
Aircraft: 1 x Panther Helicopter
Landing Ships
97
Attack Submarines
98
Rubis Class Submarine SSN
In Service: 1983
No. In Class: 6
99
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 4 0 +0 - -
Intercept
R.550 Magic AAM 2 10 +2 - -
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 1 0 +0 - -
Attack AIM-9 Sidewinder AAM 20 +1
AS-30 ASM 6 +1 10 2
30mm Cannon Gun 1 0 +0
Attack
Matra Rocket Pods Rocket 4 5 +0 - 2 Salvo Fire
30mm Cannon Gun 1 0 +0
Attack EU3 450kg Bomb 2 0 -1 - 4
EU2 250kg Bomb 2 0 -1 - 3
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 2 0 +0 - -
Attack
AM-39 Exocet ASM 2 97 +3 11 3 SS
30mm Cannons Gun 2 0 +0 - -
Attack
Matra Rocket Pods Rocket Pod 4 5 +0 - 2 Salvo Fire
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 1 0 +0 - -
Intercept
MICA AAM 8 43 +2 France SS
30mm Cannon Gun 1 0 +0 - -
Attack MICA AAM 4 43 +2 France SS
AM-39 Exocet ASM 2 97 +3 11 3 SS
30mm Cannons Gun 2 0 +0 - -
Attack MICA AAM 2 43 +2 France SS
EU2 250kg Bomb 10 0 -1 - 3
100
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
L4 Torpedo 1 4 +2 12 3
Depth Charge Depth Charge 2 0 -1 - 2 Unguided
ASW AS-12 ASM 2 4 +1 11 2
Sonobuoys (SONAR: +1, 3 Turns on-scene)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
MK-46 Torpedo 8 4 +2 12 3
AS-12 ASM 4 4 +1 11 2
Sonobuoys (SONAR: +1, 4 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AEW RADAR
Helicopters
Lynx Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW MK-46 Torpedo 2 4 +2 12 3
Alouette Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 7 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW MK-46 Torpedo 2 4 +2 12 3
101
Super Frelon Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 8 -2 +0 +0*
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Attack AM-39 Exocet ASM 2 97 +3 11 3 SS
Mk.46 Torpedo 4 4 +2 12 3
ASW Dipping SONAR (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Transport Transport Capacity: 1
Dauphin Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Attack AM-39 Exocet ASM 2 97 +3 11 3 SS
Mk.46 Torpedo 2 4 +2 12 3
ASW
MAD (Magnetic Anomaly Detector)
NH-90 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
10 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +2, 3 Turns on-scene)
Transport Transport Capacity: 1
102
GERMANY
Master List
German Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Hamburg DDG
Lütjens DDG
Köln FFG
Bremen FFG
Brandenburg FFG
Sachsen FFG
Baden-Württemberg FFG
Gepard FSG
Braunschweig FSG
Type-201 SSK
Type-205 SSK
Type-206 SSK
Type-212 SSK
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
127mm Gun Gun 12 +0 - 1 DP
100mm Gun Gun 10 +0 - 1 DP
76mm Gun Gun 10 +0 - 1 DP
Exocet MM-38 SSM 22 +3 11 3 SS
RGM/UGM-84 Harpoon SSM 50 +3 11 3 SS
RUR-5 ASROC ASuM 5 +2 11 3
Bofors 375mm ASW Mortar 2 +0 - 2 Salvo Fire
Mk-46 [324mm] Torpedo 6 +1 12 3
MU-90 [324mm] Torpedo 12 +3 11 2
Mk.37 [533mm] Torpedo 12 +1 10 3
DM2A1 [533mm] Torpedo 12 +1 10 3
DM2A4 [533mm] Torpedo 27 +2 11 3
Destroyers
103
Lütjens Class Destroyer DDG
In Service: 1969
No. In Class: 3
Frigates
104
Brandenburg Class Frigate FFG
In Service: 1992
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 2 x Lynx Helicopters
105
Corvettes
Attack Submarines
106
Type-205 Submarine SSK
In Service: 1962
No. In Class: 13
107
Helicopters
Lynx Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Stingray Torpedo 2 6 +2 12 3
Attack Sea Skua ASM 4 13 +2 11 2
NH-90 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
10 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +2, 3 Turns on-scene)
Transport Transport Capacity: 1
108
GREECE
Master List
Hellenic Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Gearing (FRAM I) DDG
Gearing (FRAM II) DDG
Charles F Adams DD
Knox FFG
Elli FFG
Hydra FFG
Votsis PG
Laskos PG
Kavaloudis PG
Roussen PG
Asheville PS
Osprey 55 PS
HSY-55 PS
Thetis PS
Machitis PS
Glavkos SSK
Poseidon SSK
Papanikolis SSK
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
5” Gun Gun 12 +0 - 1 DP
76mm Gun Gun 12 +0 - 1 DP
RGM/UGM/AGM-84 Harpoon SSM 50 +3 11 3 SS
RUR-5A ASROC ASuM 5 +2 11 3
Hedgehog ASW Mortar 0 +0 - 1 Salvo Fire
Mk 44 [324mm] Torpedo 3 +1 10 3
MK 46 [324mm] Torpedo 4 +2 12 3
DM2A1 [533mm] Torpedo 12 +1 10 3
Destroyers
109
Charles F Adams Class Destroyer DDG
In Service: 1960
No. In Class: 23
Frigates
110
Hydra Class Frigate FFG
In Service: 1992
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x SH-60 Helicopters
111
Roussen Class Missile Boat PG
In Service: 2005
No. In Class: 6
Gunboats
112
Attack Submarines
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
113
INDIA
Master List
Indian Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Majestic CV
Centaur CV
Modified Kiev CV
Leander CL
Fiji CL
Rajput (Kashin II) DDG
Delhi DDG
Kolkata DDG
Blackwood FF
Whitby FF
Leopard FF
Nilgiri FF
Godavari FFG
Brahmaputra FFG
Talwar FFG
Arnala FS
Abhay FS
Veer FSG
Khukri FSG
Kora FS
Kamorta FS
Vidyut PG
Chamak PG
Vela SSK
Sindhughosh SSK
Shishumar SSK
Kalvari SSK
Arihant SSBN
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
6” Gun Gun 20 +0 2
4” Gun Gun 12 +0 1 DP
4.5” Gun Gun 12 +0 1 DP
AK-725 (57mm) Gun 6 +0 - 1 DP
AK-176 (76mm) Gun 9 +0 - 1 DP
BM-21 122mm Grad Rocket Launcher Rocket 12 -1 8 2 LA
Squid ASW Mortar 0 +1 - 1 Salvo Fire
Limbo ASW Mortar 0 +1 - 1 Salvo Fire
RBU-6000 ASW Rocket 1 +1 - 1 Salvo Fire
RBU-12000 ASW Rocket 5 +1 - 1 Salvo Fire
BrahMos SSM 400 +3 13 3 SS
SS-N-2 “Styx” SSM 21 +1 11 3
SS-N-25 “Switchblade” SSM 70 +3 11 3
SS-N-27 “Sizzler” SSM 410 +3 12 3 SS
K-15 SLBM 430 +4 15 N [8]
NST-58 (324mm) Torpedo 4 +2 12 3
Mk. VIII (533mm) Torpedo 3 +0 10 4 Unguided
AEEG-SUT (533mm) Torpedo 12 +1 10 3
Type-53/65 Torpedo 10 +2 11 4
114
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 0 +0 - 1
20mm Cannon Gun 0 +0 - 1
AIM-9 Sidewinder AAM 2 20 +1
AIM-120 AMRAAM AAM 2 30 +2
AA-8 “Aphid” AAM 5 +1
AA-10 “Alamo A” AAM 13 +1
“Alamo C” AAM 14 +1
“Alamo D” AAM 28 +1
3” Rockets Rocket 1 +0 - 2 Salvo Fire
Matra Rocket Pods Rocket Pod 5 +0 - 2 Salvo Fire
S-24 Rockets Rocket 2 +0 10 3
FAB-1000 1000lb Bomb 0 -1 - 4 Unguided
FAB-500 500lb Bomb 0 -1 - 3 Unguided
FAB-250 250lb Bomb 0 -1 - 2 Unguided
Mk.83 1000lb Bomb 0 -1 - 4 Unguided
Mk.82 500lb Bomb 0 -1 - 3 Unguided
Aircraft Carriers
115
Cruisers
Destroyers
116
Delhi Class Destroyer DDG
In Service: 1997
No. In Class: 3
Aviation: Flight Deck [1]
Aircraft: 2 x Sea King Helicopters
Frigates
117
Type-41 Leopard Class Frigate FF
In Service: 1957
No. In Class: 21
118
Godavari Class Frigate FFG
In Service: 1983
No. In Class: 3
Aviation: Flight Deck [1]
Aircraft: 2 x Chetak Helicopters
119
Corvettes
120
Kora Class Corvette FSG
In Service: 1998
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x Chetak Helicopter
Missile Boats
121
Chamak Class Missile Boat PG
In Service: 1976
No. In Class: 8
Attack Submarines
122
Kalvari Class Submarine SSK
In Service: 2017
No. In Class: 4
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 4 0 +0 - 1
Attack
3” Rockets Rocket 10 1 +0 - 2 Salvo Fire
Attack Mk.82 500lb Bomb Bomb 4 0 -1 - 3
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
AIM-9 Sidewinder AAM 2 20 +1 - - -
Intercept
AIM-120 AMRAAM AAM 2 30 +2
Attack Mk.83 1000lb Bomb Bomb 5 0 -1 - 4
Attack Matra Rocket Pods Rocket Pod 4 5 +0 - 2 Salvo Fire
123
Mig-29 “Fulcrum” Fighter Jet
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
800 13 +4 +2
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Intercept AA-10 “Alamo” AAM 2 Missiles 13 +1
AA-8 “Aphid” AAM 4 Missiles
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Intercept FAB500 500lb Bomb 4 Bombs 0 -1 - 3 Unguided
AA-8 “Aphid” AAM 2 Missiles
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Attack S-24 Rockets Rocket 4 Rockets 2 +0 10 3 Unguided
AA-8 “Aphid” AAM 2 Missiles
Helicopters
Chetak Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 7 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW MK-46 Torpedo 2 4 +2 12 3
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
APR-2 Torpedo 3 Torpedoes 1 +1 11 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
AEW AEW Radar *+2
Transport Transport Capacity: 1
124
IRAN
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
5” Guns Gun 12 +0 - 1 DP
4.5” Guns Gun 12 +0 - 1 DP
4” Gun Gun 11 +0 - 1 DP
76mm Gun Gun 10 +0 - 1 DP
Sea Killer SSM 19 +1 11 2 SS
C-802 SSM 100 +2 11 2 SS
Noor SSM 100 +2 11 2 SS
RGM-84 Harpoon SSM 50 +3 11 3 SS
Hedgehog ASW Mortar 0 +0 - 1 Salvo Fire
Squid ASW Mortar 0 +1 - 1 Salvo Fire
Limbo ASW Mortar 0 +1 - 1 Salvo Fire
Depth Charge Trower ASW 0 -1 - 1
Mark 15 533mm Torpedo 3 -1 - 3 Unguided
T53-65 533mm Torpedo 10 +2 11 4
Mk.46 324mm Torpedo 4 +2 12 3
Destroyers
125
Allen M Sumner Class Destroyer DD
In Service: 1973
No. In Class: 2
Frigates
126
Corvettes
Missile Boats
127
Patrol Vessels
Attack Submarines
128
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Bell-212 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
129
ITALY
Master List
Marina Militare
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Giuseppe Garibaldi CV
Cavour CV
San Giorgio LHA
Vittorio Veneto CGH
Andrea Doria CGH
Impavido DDG
Audace DDG
Durand de la Penne DDG
Orizzonte DDG
Bergamini FF
Alpino FFG
Lupo FFG
Maestrale FFG
Bergamini FFG
Minerva FS
Cassiopea PS
Sirio PS
Comandanti PS
Sparviero PG
Toti SSK
Sauro SSK
Todarii SSL
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 0 +0
AIM-9 Sidewinder AAM 20 +1
AIM-120 AMRAAM AAM 30 +2
AGM-65 Maverick ASM 12 +1 11 2
AGM-142 JASSM ASM 230 +2 10 3
GBU-31 JDAM Bomb 0 +2 10 2 Guided
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
130
Aircraft Carriers
Assault Ships
131
Cruisers
Destroyers
132
Audace Class Destroyer DDG
In Service: 1971
No. In Class: 2
Aviation: Flight Deck [1]
Aircraft: 2 x AB-212 Helicopters
133
134
Frigates
135
Maestrale Class Frigate FFG
In Service: 1982
No. In Class: 8
Aviation: Flight Deck [1]
Aircraft: 2 x AB-212 Helicopters
Corvettes
136
Patrol Vessels
Missile Boats
137
Attack Submarines
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
25mm Cannon Gun 1 0 +0 - 1
Intercept
AIM-9 Sidewinder AAM 5 20 +1
25mm Cannon Gun 1 0 +0 - 1
Attack AIM-9 Sidewinder AAM 2 20 +1
MK-82 500lb Bomb 6 0 -1 - 3 Unguided
25mm Cannon Gun 1 0 +0 - 1
Attack
AGM-65 Maverick ASM 4 12 +1 11 2
138
F-35B Lightning II V/STOL Fighter Jet
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
600 13 +3 +3
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
AIM-120 AMRAAM AAM 2 30 +2
Multi-Role
GBU-31 JDAM Bomb 2 0 +2 10 2 Guided
AIM-120 AMRAAM AAM 2 30 +2
Multi-Role
AGM-142 JASSM ASM 2 230 +2 10 3
Helicopters
AB-212 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
AW-101 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
10 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
MU-90 Torpedo 2 12 +3 11 2
ASW
Dipping SONAR (SONAR: +2, 3 Turns on-scene)
Transport Transport Capacity: 1
NH-90 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
10 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
MU-90 Torpedo 2 12 +3 11 2
ASW
Dipping SONAR (SONAR: +2, 3 Turns on-scene)
Transport Transport Capacity: 1
139
JAPAN
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
5” Gun Gun 12 +0 - 1 DP
127mm Guns Gun 12 +0 - 1 DP
76mm Gun Gun 12 +0 - 1 DP
Type-90 SSM 80 +3 11 3 SS
RGM/UGM/AGM-84 Harpoon SSM 50 +3 11 3 SS
ASROC RUR-5A ASuM 5 +2 11 3
RUM-139 VLA ASuM 5 +2 11 3
MK 46 [324mm] Mod 1 Torpedo 4 +2 12 3
Mod 5 Torpedo 4 +2 12 3
Mk.37 [533mm] Torpedo 12 +1 10 3
Type-72 [533mm] Torpedo 12 +2 11 4
Type-89 533mm] Torpedo 27 +3 11 4
140
Helicopter Carriers
Destroyers
141
Tachikaze Class Destroyer DDG
In Service: 1976
No. In Class: 3
142
Atago Class Destroyer DDG
In Service: 2007
No. In Class: 2
Aviation: Flight Deck [1]
Aircraft: 1 x SH-60 Helicopter
Destroyer Escorts
143
Chikugo Class Destroyer Escort FFG
In Service: 1971
No. In Class: 11
144
Attack Submarines
145
Oyashio Class Submarine SSK
In Service: 1998
No. In Class: 11
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 8 4 +2 12 3
4 x Wing Hardpoints: AGM-84 Harpoon ASM 0-4 50 +3 11 3 SS
ASW AGM-65 Maverick ASM 0-4 12 +1 11 2
Sonobuoys (SONAR: +1, 5 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW RADAR [RADAR: +4, ESM: +3]
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW (LAMPS) Mk.46 Torpedo 2 4 +2 12 3
Attack AGM-114 Hellfire ASM 4 6 +3 13 1
146
THE NETHERLANDS
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
120mm Gun Gun 12 +0 - 1 DP
127mm Gun Gun 12 +0 - 1 DP
4.5” Gun Gun 12 +0 - 1 DP
76mm Gun Gun 12 +0 - 1 DP
Bofors 375mm ASW Mortar 2 +0 - 2 Salvo Fire
Limbo ASW Mortar 0 +1 - 1 Salvo Fire
Type-90 SSM 80 +3 11 3 SS
RGM -84 Harpoon SSM 50 +3 11 3 SS
MK 46 [324mm] Torpedo 4 +2 12 3
Mk.37 [533mm] Torpedo 12 +1 10 3
Mk.48 [533mm] Torpedo 24 +3 11 4
Aircraft Carriers
147
Destroyers
Frigates
148
Tromp Class Frigate FFG
In Service: 194
No. In Class: 2
Aviation: Flight Deck [1]
Aircraft: 1 x Lynx Helicopter
149
De Zeven Provinciën Class Frigate FFG
In Service: 2002
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x Lynx Helicopter
Landing Ships
150
Attack Submarines
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 4 0 +0 - 1
Attack
3” Rockets Rocket 10 1 +0 - 2 Salvo Fire
Attack Mk.82 500lb Bomb Bomb 4 0 -1 - 3
151
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
6 x Wing Hardpoints: Mk.46 Torpedo 0-6 4 +2 12 3
Can be fitted with the Mk.57 Depth Charge 0-6 0 -1 - 2 Unguided
ASW
following: Mk.81 250lb Bomb 0-6 0 -1 - 2 Unguided
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Helicopters
S-58 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 8 -3 +0 +0
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Transport Transport Capacity: 1
Wasp Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Attack Sea Skua ASM 2 13 +2 11 2
Lynx Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Stingray Torpedo 2 6 +2 12 3
Attack Sea Skua ASM 4 13 +2 11 2
NH-90 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
10 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +2, 3 Turns on-scene)
Transport Transport Capacity: 1
152
NORWAY
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
76mm Gun Gun 12 +0 - 1 DP
Penguin SSM 18 +1 11 2 SS
Naval Strike SSM 100 +3 11 3 SS
Stingray [324mm] Torpedo 6 +2 12 3
Mk.37 [533mm] Torpedo 12 +1 10 3
DM2A3 [533mm] Torpedo 12 +2 10 3
Frigates
153
Fridtjof Nansen Class Frigate FFG
In Service: 2006
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x NH-90 Helicopters
Corvettes
154
Attack Submarines
155
SPAIN
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
5” Gun Gun 12 +0 - 1 DP
76mm Gun Gun 12 +0 - 1 DP
Bofors 375mm ASW Mortar 2 +0 - 2 Salvo Fire
RUR-5A ASROC ASuM 5 +2 11 3
RGM -84 Harpoon SSM 50 +3 11 3 SS
SM-39 Exocet SSM 97 +3 11 3 SS
MK 46 [324mm] Torpedo 4 +2 12 3
L5 [533mm] Torpedo 4 +1 11 3
F17 [533mm] Torpedo 10 +1 10 3
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
25mm Cannon Gun 0 +0
AIM-9 Sidewinder AAM 20 +1
AGM-65 Maverick ASM 12 +1 11 2
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
Aircraft Carriers
156
Príncipe de Asturias Class Aircraft Carrier CV
In Service: 1988
No. In Class: 1
Aviation: Flight Deck [3]
Aircraft: 3 x AV-8 Harrier Flights, 10 x Sea King ASW Helicopter
Assault Ships
Frigates
157
Santa María Class Frigate FFG
In Service: 1984
No. In Class: 6
Aviation: Flight Deck [1]
Aircraft: 1 x SH-60 Seahawk Helicopter
Corvettes
158
Patrol Vessels
Landing Ships
Attack Submarines
159
Agosta/ Galerna Class Submarine SSK
In Service: 1983
No. In Class: 4
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
25mm Cannon Gun 1 0 +0 - 1
Intercept
AIM-9 Sidewinder AAM 5 20 +1
25mm Cannon Gun 1 0 +0 - 1
Attack AIM-9 Sidewinder AAM 2 20 +1
MK-82 500lb Bomb 6 0 -1 - 3 Unguided
25mm Cannon Gun 1 0 +0 - 1
Attack
AGM-65 Maverick ASM 4 12 +1 11 2
Helicopters
AB-212 Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
160
SWEDEN
Master List
Swedish Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Östergötland DDG
Halland DDG
Stockholm FS
Göteborg FS
Visby FS
Hajen SS
Draken SS
Sjöormen SS
Näcken SS
Västergötland SS
Gotland SS
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
120mm Gun Gun 12 +0 - 1 DP
Squid ASW Mortar 0 +1 - 1 Salvo Fire
Bofors 375mm ASW Mortar 2 +0 - 2 Salvo Fire
ASW-600 ASW Mortar 1 +0 1 Salvo Fire
Rb 08 SSM 37 +1 11 2
RBS-15 SSM 50 +1 11 2 SS
MK 46 [324mm] Torpedo 4 +2 12 3
Torped 43 [400mm] Torpedo 10 +0 10 3
Torped 61 [533mm] Torpedo 10 +1 10 3
Destroyers
161
Östergötland Class Destroyer DDG
In Service: 1958
No. In Class: 4
Corvettes
162
Visby Class Corvette FSG
In Service: 2009
No. In Class: 5
Aviation: Flight Deck [1]
Attack Submarines
163
Näcken Class Submarine SS
In Service: 1980
No. In Class: 3
164
THAILAND
Master List
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
100mm Gun Gun 20 +0 - 2 DP
5” Gun Gun 12 +0 - 1 DP
76mm Gun Gun 12 +0 - 1 DP
RUM-139 VL ASROC ASuM 5 +2 11 3
Limbo ASW Mortar 0 +1 - 1 Salvo Fire
Type-87 ASW Rockets 6 +0 - 2 Salvo Fire
YJ-8 SSM 100 +2 11 2 SS
RGM-84 Harpoon SSM 50 +3 11 3 SS
Mk-46 [324mm] Torpedo 6 +1 12 3
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
25mm Cannon Gun 0 +0
AIM-9 Sidewinder AAM 20 +1
AGM-65 Maverick ASM 12 +1 11 2
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
Aircraft Carriers
165
Frigates
166
Corvettes
Landing Ships
167
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
25mm Cannon Gun 1 0 +0 - 1
Intercept
AIM-9 Sidewinder AAM 5 20 +1
25mm Cannon Gun 1 0 +0 - 1
Attack AIM-9 Sidewinder AAM 2 20 +1
MK-82 500lb Bomb 6 0 -1 - 3 Unguided
25mm Cannon Gun 1 0 +0 - 1
Attack
AGM-65 Maverick ASM 4 12 +1 11 2
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Lynx Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
168
TURKEY
Master List
Turkish Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Gearing DD
Charles F Adams DD
Knox FFG
Gabya FFG
Barbaros FFG
Yavuz FFG
Ada FSG
Burak FSG
Kılıç PG
Yıldız PG
Doğan PG
Rüzgar PG
Tuzla PG
Atılay SSK
Preveze SSK
Gür SSK
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
5” Gun Gun 12 +0 - 1 DP
76mm Gun Gun 12 +0 - 1 DP
RGM/UGM/AGM-84 Harpoon SSM 50 +3 11 3 SS
RUR-5A ASROC ASuM 5 +2 11 3
Hedgehog ASW Mortar 0 +0 - 1 Salvo Fire
Mk 44 [324mm] Torpedo 3 +1 10 3
MK 46 [324mm] Torpedo 4 +2 12 3
DM2A1 [533mm] Torpedo 12 +1 10 3
Destroyers
169
Charles F Adams Class Destroyer DDG
In Service: 1960
No. In Class: 23
Frigates
170
Yavuz Class Frigate FFG
In Service: 1987
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x SH-60 Seahawk Helicopter
Corvettes
171
Ada Class Corvette FSG
In Service: 2011
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x SH-60 Seahawk Helicopter
172
Kılıç Class Missile Boat PG
In Service: 1998
No. In Class: 9
Patrol Boats
Attack Submarines
173
Gür Class Submarine SSK
In Service: 2003
No. In Class: 4
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
174
UNITED KINGDOM
Master List
Royal Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Illustrious (Victorious) CV
Audacious (Ark Royal) CV
Audacious (Eagle) CV
Centaur (Hermes) CV
Invincible CV
Queen Elizabeth CV
Centaur (Bulwark/Albion) LHA
Ocean LHA
Tiger CL/CG
County DDG
Type 82 DDG
Type 42 DDG
Type 45 DDG
Type 41 Leopard FF
Type 61 Salisbury FFG
Type 12 Rothesay FFG
Type 12 Whitby FFG
Type 12M Leander FFG
Type 21 Amazon FFG
Type 22 Broadsword FFG
Type 22 Cornwall FFG
Type 23 Duke FFG
Island PS
Castle PS
River PS
Fearless LPD
Albion LPD
Oberon SS
Upholder SS
Valiant SSN
Swiftsure SSN
Trafalgar SSN
Astute SSN
Resolution SSBN
Vanguard SSBN
175
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
6” Gun Gun 20 +0 2 DP
4.5” Gun Gun 12 +0 - 1 DP
Harpoon SSM 50 +3 11 3 SS
Tomahawk SSM 700 +4 10 4 LA
Exocet MM-38 SSM 22 +3 11 3 SS
Ikara ASuM 12 +2 11 3
Depth Charge Trower ASW 0 -1 - 1 -
Hedgehog ASW Mortar 0 +0 - 1 Salvo Fire
Squid ASW Mortar 0 +1 - 1 Salvo Fire
Limbo ASW Mortar 0 +1 - 1 Salvo Fire
Polaris SLBM 2500 +3 14 N [8]
Trident SLBM 7500 +4 15 N [10]
MK 46 [324mm] Torpedo 4 +2 12 3
Stingray[324mm] Torpedo 6 +2 12 3
Mk.24 Tigerfish [533mm] Torpedo 22 +1 11 4
Spearfish [533mm] Torpedo 30 +3 11 4
Mk.VIII [533mm] Torpedo 3 +0 10 4 Unguided
Mk.IX [533mm] Torpedo 4 +0 10 4 Unguided
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 0 +0 1
30mm Cannon Gun 0 +0 1
AIM-9 Sidewinder AAM 20 +1
AIM-120 AMRAAM AAM 30 +2
Firestreak AAM 4 +1
Red Top AAM 7 +1
Skyflash AAM 10 +1
Matra Rocket Pods Rocket 5 +0 - 2 Salvo Fire
RP-3 Rocket Rocket 1 +0 - 2 Salvo Fire
Martlet Rocket Pods Rocket 5 +1 - 2 Salvo Fire
Martel ASM 37 +2 11 3
Sea Skua ASM 13 +2 11 2
Sea Eagle ASM 59 +1 10 3
Brimstone ASM 12 +2 11 2
Storm Shadow ASM 300 +2 11 3
AGM-142 JASSM ASM 230 +2 10 3
GBU-31 JDAM Guided Bomb 0 +2 10 2 Guided
MK-83 1000lb Bomb 0 -1 - 4 Unguided
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
Aircraft Carriers
176
Audacious Class Aircraft Carrier (Eagle) CV
In Service: 1951
No. In Class: 1
Aviation: Flight Deck [4]
Aircraft: Initial: 3 x Scimitar Flights, 3 x Sea Vixen Flights, 4 x Gannet AEW, 5 x Sea King ASW Helicopter
Refit: 3 x Buccaneer Flights, 3 x Sea Vixen Flights, 4 x Gannet AEW, 5 x Sea King ASW Helicopter
177
Centaur Class Aircraft Carrier – STOVL Conversion (Hermes) CV
In Service: 1980
No. In Class: 1
Aviation: Flight Deck [3]
Aircraft: 2 x Sea Harrier Flights, 10 x Sea King ASW Helicopter
Assault Ships
178
Ocean Class Assault Ship CVH
In Service: 1998
No. In Class: 1
Aviation: Flight Deck [3]
Aircraft: 8 x Merlin Helicopters
Cruisers
179
Destroyers
180
Type-45 Daring Class Destroyer DDG
In Service: 2009
No. In Class: 6
Aviation: Flight Deck [1]
Aircraft: 1 x Wildcat or Merlin Helicopter
Frigates
181
Type-12 Whitby Class Frigate FF
In Service: 1956
No. In Class: 6
182
Type-12I Leander Class Frigate - Converted FFG
In Service: 1963
No. In Class: 26
Aviation: Flight Deck [1]
Aircraft: 1 x Wasp Helicopter
183
Type-22 Batch III Cornwall Class Frigate FFG
In Service: 1988
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x Lynx Helicopter
Patrol Vessels
184
River Class Patrol Vessel PC
In Service: 2003
No. In Class: 14
Aviation: Flight Deck [1]
Landing Ships
185
Attack Submarines
186
Trafalgar Class Submarine SSN
In Service: 1983
No. In Class: 7
187
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
Intercept Firestreak AAM 4 4 +1 - - -
Attack Mk.82 500lb Bomb Bomb 4 0 -1 - 3
Attack 3” Rockets Rocket 8 1 +0 - 2 Salvo Fire
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
Intercept Firestreak AAM 4 4 +1 - - -
Attack Mk.82 500lb Bomb Bomb 4 0 -1 - 3
Attack 3” Rockets Rocket 8 1 +0 - 2 Salvo Fire
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 4 0 +0 - 1
Attack
3” Rockets Rocket 10 1 +0 - 2 Salvo Fire
Attack Mk.82 500lb Bomb Bomb 4 0 -1 - 3
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 4 0 +0 - 1
Intercept
AIM-9 Sidewinder AAM 1 20 +1 - - -
Attack 3” Rockets Rocket 16 1 +0 - 2 Salvo Fire
Attack Mk.82 500lb Bomb Bomb 4 0 -1 - 3
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
Martel AAM 2 37 +2 11 3 -
Attack
AIM-9 Sidewinder AAM 1 20 +1 - - -
Attack Sea Eagle ASM 4 59 +1 10 3
Attack Mk.83 1000lb Bomb Bomb 12 0 -1 - 4
188
Phantom Fighter Jet
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
370 8 +2 +1
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Gun Pod Gun 1 0 +0 - 1
Skyflash AAM 4 10 +1 - - -
Intercept
AIM-9 Sidewinder AAM 4 20 +1 - - -
Skyflash AAM 4 10 +1 - - -
Attack
Martel AAM 2 37 +2 11 3
Skyflash AAM 4 10 +1 - -
Attack
Matra Rocket Pods Rocket Pod 4 5 +0 - 2 Salvo Fire
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
AIM-9 Sidewinder AAM 2 20 +1 - - -
Intercept
AIM-120 AMRAAM AAM 2 30 +2
AIM-9 Sidewinder AAM 2 20 +1 - - -
Attack
Sea Eagle ASM 2 59 +1 10 3
Attack Mk.83 1000lb Bomb Bomb 5 0 -1 - 4
Attack Matra Rocket Pods Rocket Pod 4 5 +0 - 2 Salvo Fire
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
AIM-120 AMRAAM AAM 2 30 +2
Multi-Role
GBU-31 JDAM Bomb 2 0 +2 10 2 Guided
AIM-120 AMRAAM AAM 2 30 +2
Multi-Role
AGM-142 JASSM ASM 2 230 +2 10 3
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AEW RADAR
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AEW RADAR
Depth Charge Depth Charge 2 0 -1 - 2 Unguided
ASW
MAD (Magnetic Anomaly Detector)
189
Shackleton ASW Patrol Aircraft
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
7 7 -1 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Depth Charge Depth Charge 6 0 -1 - 2 Unguided
ASW Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Attack AGM-84 Harpoon ASM 4 50 +3 11 3 SS
Mk.46 Torpedo 9 4 +2 12 3
ASW Sonobuoys (SONAR: +1, 5 Turns on-scene)
MAD (Magnetic Anomaly Detector)
AEW AEW RADAR
Helicopters
Wessex Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 8 -3 +0 +0
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Transport Transport Capacity: 1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
AEW AEW Radar *+2
Transport Transport Capacity: 1
Merlin Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
10 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Stingray Torpedo 2 6 +2 12 3
ASW
Dipping SONAR (SONAR: +2, 3 Turns on-scene)
AEW AEW Radar *+3
Transport Transport Capacity: 1
190
Wasp Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 8 -2 +0 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 2 4 +2 12 3
Attack Sea Skua ASM 2 13 +2 11 2
Lynx Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 8 -2 +1 +1
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Stingray Torpedo 2 6 +2 12 3
Attack Sea Skua ASM 4 13 +2 11 2
Wildcat Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
10 8 -2 +1 +2
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Stingray Torpedo 2 6 +2 12 3
Attack Martlet Rocket Pod 2 Salvoes 5 +1 - 2 Salvo Fire
191
UNITED STATES
Master List
US Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Essex CV
Midway CV
Forrestal CV
Kittyhawk CV
Enterprise CVN
Nimitz CVN
Gerald R Ford CVN
Iwo Jima LHA
Tarawa LHA
Wasp LHA
America LHA
Iowa BB/BBG
Boston CG
Galveston CG
Providence CG
Long Beach CGN
Albany CG
Leahy CG
Belknap CG
California CGN
Virginia CGN
Ticonderoga CG
Forrest Sherman DDG
Farragut DDG
Charles F Adams DDG
Spruance DDG
Kidd DDG
Arleigh Burke DDG
Zumwalt DDG
Garcia FFG
Knox FFG
Oliver Hazard Perry FFG
Independence LCS
Freedom LCS
Cyclone PS
Austin LPD
San Antonio LPD
Tang SS
Skate SSN
Skipjack SSN
Permit SSN
Sturgeon SSN
Los Angeles SSN
Sea Wolf SSN
Virginia SSN
Grayback SSG
George Washington SSBN
Ethan Allen SSBN
Lafayette SSBN
Ohio SSBN
192
Air Defence Weapons
Close Range Medium Range Long Range
Air Defence System Type SS Low Med High Low Med High Low Med High
40mm AA Guns Gun 1 1
25mm AA Guns Gun 1 1
3” AA Guns Gun 1 1
Phalanx CIWS Gun 3 3
RIM-7 Sea Sparrow SAM 2 2 1
Evolved Sea Sparrow Missile [ESSM] SAM 2 2 2 1 2 2 1
RIM-66 Standard SM1MR SAM 1 2 3 3 2
RIM-66 Standard SM-2MR SAM 1 2 3 3 3 2 3 2
RIM-2 Terrier SAM 1 2 2 1
RIM-8 Talos SAM 1 1 2 2 2 2 1
RIM-24 Tartar SAM 1 2 2 1
RIM-166 Rolling Airframe Missile [RAM] SAM 2 3 3 2
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
8” Gun Gun 20 +0 - 3
6” Gun Gun 20 +0 2 DP
5” Gun Gun 12 +0 - 1 DP
Advanced Gun System (155mm) LRAP Gun 83 +2 - 2
76mm Gun Gun 12 +0 - 1 DP
RGM/UGM/AGM-84 Harpoon SSM 50 +3 11 3 SS
Tomahawk RGM/UGM-109A SSM 1350 +3 10 10 LA, N
RGM/UGM-109B SSM 250 +3 10 4 LA
RGM/UGM-109C SSM 700 +4 10 4 LA
RGM/UGM-109D SSM 700 +4 10 4 LA
Hellfire VL SSM 6 +3 13 1
RGM-184 Naval Strike Missile SSM 100 +3 12 4 SS
BGM-176B Griffin SSM 5 +1 11 1
ASROC RUR-5A ASuM 5 +2 11 3
RUM-139 VLA ASuM 5 +2 11 3
UUM-44 SUBROC ASuM 5 +2 11 3
Depth Charge Trower ASW 0 -1 - 1 -
Hedgehog ASW Mortar 0 +0 - 1 Salvo Fire
Regulus I SLBM 500 +2 12 N [3]
Regulus II SLBM 1200 +2 13 N [4]
Polaris SLBM 2500 +3 14 N [8]
Trident I SLBM 4600 +4 15 N [10]
Trident II SLBM 7500 +4 15 N [10]
Mk 44 [324mm] Torpedo 3 +1 10 3
MK 46 [324mm] Mod 1 Torpedo 4 +2 12 3
Mod 5 Torpedo 4 +2 12 3
Mark 16 [533mm] Torpedo 3 -1 - 3 Unguided
Mk.37 [533mm] Torpedo 12 +1 10 3
Mk.48 [533mm] Torpedo 24 +3 11 4
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 0 +0 1
25mm Cannon Gun 0 +0 1
30mm Cannon Gun 0 +0 1
AIM-7 Sparrow AAM 10 +1
AIM-9 Sidewinder AAM 20 +1
AIM-54 Phoenix AAM 100 +2
AIM-120 AMRAAM AAM 30 +2
LAU-10 Rocket 5 -1 - 1 Unguided
AGM-65 Maverick ASM 12 +1 11 2
AGM-10 Shrike ARM 10 +2 10 2
AGM-88 HARM ARM 80 +2 11 2
AGM-158 JASSM ASM 230 +2 10 3
AGM-158C LRASM ASM 300 +3 11 3
AGM-84 Harpoon ASM 50 +3 11 3 SS
500lb JDAM Guided Bomb 0 +2 10 2
250lb JDAM Guided Bomb 0 +2 10 3
MK-83 1000lb Bomb 0 -1 - 4 Unguided
MK-82 500lb Bomb 0 -1 - 3 Unguided
MK-81 250lb Bomb 0 -1 - 2 Unguided
193
Aircraft Carriers
194
Kittyhawk Class Aircraft Carrier CV
In Service: 1960
No. In Class: 3 +1 (John F Kennedy Class)
Aviation: Flight Deck [7]
Aircraft: 1960s: 6 x F-8 Crusader, 4 x A-4 Skyhawk, 2 x A-6 Intruder, 2 x A-3 Sky warrior, 3 x E1 Tracer
1970s: 6 x F-8 Crusader, 4 x A-7 Corsair or 4 x A-4 Skyhawk, 2 x A-6 Intruder, 2 x EA-6 Prowler, 3 x E2 Hawkeye, 8 x SH-3 Sea King
1980s: 6 x F-8 Crusader, 4 x A-7 Corsair or 4 x A-4 Skyhawk, 2 x A-6 Intruder, 2 x EA-6 Prowler, 3 x E2 Hawkeye, 8 x SH-3 Sea King
1990s: 3 x F-14 Tomcat, 9 x F/A-18 Hornet, 1 x EA-6B Prowler, 2 x S-3B Viking, 4 x E-2C Hawkeye, 8 x SH-60
195
Gerald R Ford Class Aircraft Carrier CVN
In Service: 2017
No. In Class: 10
Aviation: Flight Deck [1]
Aircraft: 2010s: 12 x F/A-18 Hornet, 2 x EA-18 Growler, 2 x S-3B Viking, 4 x E-2C Hawkeye, 8 x SH-60
Assault Ships
196
Wasp Class Amphibious Assault Ship CVA
In Service: 1998
No. In Class: 5
Aviation: Flight Deck [3]
Aircraft: 2000s Standard: 2 x AV-8 Harrier, 4 x AH-1 Cobra, 12 x V-22 Osprey
2000s Assault: 22 x V-22 Osprey Tiltrotor
2000s Sea-Control: 5 x AV-8 Harrier, 6 x SH-60 ASW
2010s Standard: 2 x F35B Lightning II, 4 x AH-1 Cobra, 12 x V-22 Osprey
2010s Assault: 22 x V-22 Osprey Tiltrotor
2010s Sea-Control: 5 x F35B Lightning II, 6 x SH-60 ASW
Notes: Transport Capacity:10, Well Deck
Battleships
197
Iowa Class Battleship (Modernised) BBG
In Service: 1980
No. In Class: 4
Aviation: Flight Deck [1]
Cruisers
198
Providence Class Cruiser CG
In Service: 1959
No. In Class: 2 +1
Aviation: Flight Deck [1] (Topeka only)
199
Leahy Class Cruiser (Including Bainbridge Class) CG
In Service: 1962
No. In Class: 9
Aviation: Flight Deck [1] (Refit Only)
Aircraft: 1 x SH-2 Seasprite (Refit Only)
Notes: Bainbridge Class is same as Leahy but nuclear powered
200
Virginia Class Cruiser CGN
In Service: 1976
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x SH-2 Seasprite
201
Destroyers
202
Charles F Adams Class Destroyer DDG
In Service: 1960
No. In Class: 23
203
Kidd Class Destroyer DDG
In Service: 1981
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 2 x SH-60 Seahawk Helicopter
204
Frigates
205
Littoral Combat Ships
Patrol Boats
206
Landing Ships
Attack Submarines
207
Skate Class Submarine SSK
In Service: 1957
No. In Class: 4
208
Los Angeles Class Submarine SSN
In Service: 1973
No. In Class: Flight I:33, Flights II and III:31
209
Cruise Missile Submarines
210
Ohio Class Submarine SSBN
In Service: 1981
No. In Class: 18
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Vulcan Cannon Gun 1 0 +0 - 1 -
Attack AIM-9 Sidewinder AAM 2 20 +1 - - -
AGM-10 Shrike ARM 4 10 +2 10 2
20mm Vulcan Cannon Gun 1 0 +0 - 1 -
Attack AIM-90 Sidewinder AAM 2 20 +1 - - -
MK-82 500lb Bomb 12 0 -1 - 3 Unguided
20mm Vulcan Cannon Gun 1 0 +0 - 1 -
Attack AIM-90 Sidewinder AAM 2 20 +1 - - -
LAU-10 Rocket 12 5 -1 - 1 Unguided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
Attack AGM-88 HARM ARM 4 80 +2 11 2
Attack AGM-84 Harpoon ASM 4 50 +3 11 3 SS
Attack MK-82 500lb Bomb 8 0 -1 - 3 Unguided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Vulcan Cannon Gun 1 0 +0 - 1 -
Intercept AIM-7 Sparrow AAM 4 10 +1
AIM-9 Sidewinder AAM 4 20 +1 - - -
20mm Vulcan Cannon Gun 1 0 +0 - 1 -
Attack AIM-7 Sparrow AAM 4 10 +1
MK-82 500lb Bomb 24 0 -1 - 3 Unguided
20mm Vulcan Cannon Gun 1 0 +0 - 1 -
Attack AIM-7 Sparrow AAM 4 10 +1
LAU-69 Rocket Pod 8 3 +0 - 2 Salvo Fire
211
F-8 Crusader Fighter Jet
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
394 8 +2 +1
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannons Gun 4 0 +0 - -
Intercept
AIM-9 Sidewinder AAM 4 20 +1 - - -
20mm Cannons Gun 4 0 +0 - -
Attack
LAU-10 Rocket 8 5 -1 - 1 Unguided
20mm Cannons Gun 4 0 +0 - -
Attack
MK-82 500lb Bomb 8 0 -1 - 3 Unguided
20mm Cannons Gun 4 0 +0 - -
Attack
MK-81 250lb Bomb 8 0 -1 - 2 Unguided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannons Gun 2 0 +0 - -
Attack
MK-82 500lb Bomb 18 0 -1 - 3 Unguided
30mm Cannons Gun 2 0 +0 - -
Attack
AGM-65 Maverick ASM 4 12 +1 11 2
30mm Cannons Gun 2 0 +0 - -
Attack
LAU-10 Rocket 16 5 -1 - 1 Unguided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Vulcan Cannon Gun 1 0 +0 - 1 -
AIM-54 Phoenix AAM 4 100 +2
Intercept
AIM-7 Sparrow AAM 2 10 +1
AIM-9 Sidewinder AAM 2 20 +1 - - -
20mm Vulcan Cannon Gun 1 0 +0
Intercept
AIM-120 AMRAAM AAM 8 30 +2
20mm Vulcan Cannon Gun 1 0 +0
Attack AIM-9 Sidewinder AAM 2 20 +1
GBU-31 JDAM Bomb 2 0 +2 10 2 Guided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
20mm Vulcan Cannon Gun 1 0 +0 - 1 -
Intercept AIM-7 Sparrow AAM 4 10 +1
AIM-9 Sidewinder AAM 2 20 +1 - - -
20mm Vulcan Cannon Gun 1 0 +0
Intercept AIM-120 AMRAAM AAM 8 30 +2
AIM-9 Sidewinder AAM 2 20 +1
20mm Vulcan Cannon Gun 1 0 +0
Attack AIM-9 Sidewinder AAM 2 20 +1
AGM-84 Harpoon ASM 4 50 +3 11 3 SS
20mm Vulcan Cannon Gun 1 0 +0
Attack AIM-9 Sidewinder AAM 2 20 +1
Mk.20 Rockeye Bomb 18 0 -1 - 3 Unguided
212
F-35B Lightning II V/STOL Fighter Jet
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
600 13 +3 +3
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
AIM-120 AMRAAM AAM 2 30 +2
Multi-Role
GBU-31 JDAM Bomb 2 0 +2 10 2 Guided
AIM-120 AMRAAM AAM 2 30 +2
Multi-Role
AGM-142 JASSM ASM 2 230 +2 10 3
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
25mm Cannon Gun 1 0 +0 - 1
Intercept
AIM-9 Sidewinder AAM 5 20 +1
25mm Cannon Gun 1 0 +0 - 1
Attack AIM-9 Sidewinder AAM 2 20 +1
MK-82 500lb Bomb 6 0 -1 - 3 Unguided
25mm Cannon Gun 1 0 +0 - 1
Attack
AGM-65 Maverick ASM 4 12 +1 11 2
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
AGM-88 HARM ARM 2 80 +2 11 2
EW
Jamming Pods (Range:24/Effect:-2)
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
AGM-88 HARM ARM 2 80 +2 11 2
EW
Jamming Pods (Range:30/Effect:-3)
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
6 x Wing Hardpoints: Mk.46 Torpedo 0-6 4 +2 12 3
Can be fitted with the Mk.57 Depth Charge 0-6 0 -1 - 2 Unguided
ASW
following: Mk.81 250lb Bomb 0-6 0 -1 - 2 Unguided
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
213
S-3 Viking ASW Jet
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
9 11 -0 +3 +2
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 4 4 +2 12 3
6 x Wing Hardpoints Mk.46 Torpedo 0-6 4 +2 12 3
Mk.57 Depth Charge 0-6 0 -1 - 2 Unguided
ASW
Mk.81 250lb Bomb 0-6 0 -1 - 2 Unguided
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 8 4 +2 12 3
ASW Sonobuoys (SONAR: +1, 5 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 8 4 +2 12 3
4 x Wing Hardpoints: AGM-84 Harpoon ASM 0-4 50 +3 11 3 SS
ASW AGM-65 Maverick ASM 0-4 12 +1 11 2
Sonobuoys (SONAR: +1, 5 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 8 4 +2 12 3
6 x Wing Hardpoints: AGM-84 Harpoon ASM 0-6 50 +3 11 3 SS
AGM-65 Maverick ASM 0-6 12 +1 11 2
ASW
Mk.46 Torpedo 0-6 4 +2 12 3
Sonobuoys (SONAR: +1, 5 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AEW RADAR
214
E-2 Hawkeye AEW Patrol Aircraft
Characteristics
EW Air-to- RADAR ESM
Defence Air-to-air
Surface
8 7 -2 +0 +5 +2
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AEW RADAR
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AWACS AEW RADAR
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW Mk.46 Torpedo 8 4 +2 12 3
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AGM-114 Hellfire ASM 2 6 +3 13 1
AEW
AEW RADAR
Helicopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW (LAMPS) Mk.46 Torpedo 2 4 +2 12 3
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
ASW (LAMPS) Mk.46 Torpedo 2 4 +2 12 3
Attack AGM-114 Hellfire ASM 4 6 +3 13 1
215
SH-3 Sea King Helicopter
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
8 8 -2 +0 +0
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
Mk.46 Torpedo 2 4 +2 12 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 1 0 +0 - 1
Attack AGM-71 TOW ASM 8 2 +1 11 1
LAU-68 Rocket Pod 2 3 +0 - 2 Salvo Fire
20mm Cannon Gun 1 0 +0 - 1
Attack AGM-114 Hellfire ASM 16 6 +3 13 1
LAU-68 Rocket Pod 2 3 +0 - 2 Salvo Fire
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
20mm Cannon Gun 1 0 +0 - 1
Attack AGM-114 Hellfire ASM 16 6 +3 13 1
LAU-68 Rocket Pod 2 3 +0 - 2 Salvo Fire
216
USSR/ RUSSIAN FEDERATION
Master List
Soviet/Russian Navy
Class Type 1950s 1960s 1970s 1980s 1990s 2000s 2010s 2020s
Kiev CV
Kuznetsov CV
Moskva CVH
Kirov BCGN
Sverdlov CL
Kynda CG
Kresta I CG
Kresta II CG
Kara CG
Slava CG
Kotlin DDG
Kildin DDG
Kanin DDG
Kashin DDG
Sovremenny DDG
Udaloy DDG
Riga FF
Petya FF
Mirka FF
Krivak FFG
Koni FFG
Neustrashimyy FFG
Gepard FFG
Admiral Gorshkov FFG
Nanuchka FSG
Tarantul FSG
Pauk FS
Komar PG
Osa PG
Ropucha LPD
Ivan Rogov LPD
Ivan Gren LPD
Whiskey SS
Romeo SS
Foxtrot SS
Tango SS
Kilo SS
Lada SS
November SSN
Victor SSN
Alfa SSN
Sierra SSN
Akula SSN
Whisky “Twin Cylinder” SSG
Whisky “Long Bin” SSG
Echo SSGN
Juliet SSGN
Charlie SSGN
Papa SSGN
Oscar SSGN
Yassen SSGN
Hotel SSBN
Yankee SSBN
Delta SSBN
Typhoon SSBN
Borei SSBN
217
Air Defence Weapons
Close Range Medium Range Long Range
Air Defence System Type
SS Low Med High Low Med High Low Med High
Anti-aircraft Guns (20mm-40mm) Gun 1 1
SA-N-3 Goblet SAM 1 2 2
SA-N-1 Goa SAM 2 2 1
SA-N-4 Gecko SAM 2 2 2
SA-N-6 Grumble SAM 2 2 2 1 1
SA-N-5 Grail SAM 1 2
SA-N-7 Gadfly SAM 1 3 3 2 3 3 2
SA-N-9 Gauntlet SAM 2 3 3
SA-N-10 Grouse SAM 1 2
SA-N-20 Gargoyle SAM 2 3 3 3 3 2
AK-230 CIWS Gun 2 2
AK-630 CIWS Gun 2 3
CADS-N1 Kashtan CIWS Gun/Missile 3 4 2
Primary Weapons
Weapon System Type Range Accuracy Defence Damage Notes
152mm Gun Gun 20 +0 - 3
100mm Gun Gun 20 +0 - 2 DP
AK-725 (57mm) Gun 6 +0 - 1 DP
AK-176 (76mm) Gun 9 +0 - 1 DP
AK-100 (100mm) Gun 12 +0 - 1 DP
AK-130 (130mm) Gun 12 +0 - 1 DP
BM-21 122mm Grad Rocket Launcher Rocket 12 -1 8 2 LA
MBU-900 ASW Mortar 0 +0 - 1 Salvo Fire
RBU-1000 ASW Rocket 0 +0 - 1 Salvo Fire
RBU-1200 ASW Rocket 0 +0 - 1 Salvo Fire
RBU-2500 ASW Rocket 1 +0 - 1 Salvo Fire
RBU-6000 ASW Rocket 1 +1 - 1 Salvo Fire
RBU-12000 ASW Rocket 5 +1 - 1 Salvo Fire
SS-N-14 “Silex” ASuM 27 +1 10 3
SS-N-15 “Starfish” ASuM 28 +2 11 3
SS-N-16 “Stallion” ASuM 27 +2 11 3
SUW-N1 FRAS-1 ASuM 12 +1 10 5 N
SS-N-1 “Scrubber” SSM 42 +1 11 3
SS-N-2 “Styx” SS-N-2a SSM 21 +1 11 3
SS-N-2b SSM 21 +1 11 3
SS-N-2c/d SSM 43 +1 12 3
SS-N-3 “Shaddock” SS-N-3a SSM 242 +1 11 3
SS-N-3c SSM 404 +1 11 3
SS-N-3b “Sepal” SSM 160 +1 12 3
SS-N-7 “Starbright” SSM 35 +1 11 3
SS-N-9 “Siren” SSM 64 +1 11 3
SS-N-12 “Sandbox” SSM 296 +2 13 3
SS-N-19 “Shipwreck” SSM 240 +2 13 4
SS-N-21 “Sampson” 3K54E SSM 1600 +2 14 4
3K54E1 SSM 160 +2 11 4
3K51 SSM 108 +2 13 3
SS-N-22 “Sunburn” SSM 48 +2 13 3
SS-N-25 “Switchblade” SSM 70 +3 11 3
SS-N-26 “Strobile” SSM 65 +3 13 3
SS-N-27 “Sizzler” 3M54K SSM 410 +3 12 3 SS
3M54T SSM 410 +3 12 3 SS
3M14K SSM 1600 +2 10 4 LA
SS-N-4 “Sark” SLBM 370 +2 13 N [6]
SS-N-5 “Sark/Serb” SLBM 800 +2 13 N [6]
SS-N-6 “Serb” SLBM 1600 +2 13 N [6]
SS-N-8 “Sawfly” SLBM 4700 +3 14 N [8]
SS-NX-20 “Sturgeon” SLBM 5200 +3 14 N [8]
SS-N-23A “Skiff” SLBM 7000 +4 14 N [9]
SS-NX-30 SLBM 5000 +4 15 N [10]
APR (350mm) APR-1 Torpedo 0 +0 10 3
APR-2 Torpedo 1 +1 11 3
APR-3 Torpedo 2 +1 11 3
Paket-E/NK (330mm) Torpedo 6 +2 11 3
Type-53 (533mm) 53-56 Torpedo 4 +1 11 4
53-65 Torpedo 10 +2 11 4
MGT-1 (406mm) Torpedo 4 +1 10 4
Type-65 (650mm) 65-76 DT Torpedo 26 +1 11 4
65-76 DST92 Torpedo 26 +1 12 4
65-76 DTA Torpedo 26 +2 11 4
218
Aircraft Weapons
Weapon System Type Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 0 +0 - 1
23mm Cannon Gun 0 +0 - 1
AA-6 “Acrid” AAM 50 +1
AA-7 “Apex” AAM 22 +1
AA-8 “Aphid” AAM 5 +1
AA-9 “Amos” AAM 64 +1
AA-10 “Alamo A” AAM 13 +1
“Alamo C” AAM 14 +1
“Alamo D” AAM 28 +1
AA-11 “Archer” AAM 16 +1
AA-12 “Adder” AAM 100 +1
AS-1 “Kennel” ASM 50 +1 11 4
AS-2 “Kipper” ASM 60 +2 13 4
AS-4 “Kitchen” ASM 320 +2 11 3
AS-5 “Kelt” ASM 120 +2 11 4
AS-6 “Kingfish” ASM 380 +2 13 3
AS-7 “Kerry” ASM 5 +1 10 3
AS-11 “Kilter” ARM 65 +2 11 3
AS-16 “Kickback” ASM 160 +2 11 3
AS-17 “Krypton” ARM 38 +2 11 3
S-5 Rockets Rocket 2 +0 - 2
S-8 Rocket Rocket 5 +0 - 2
S-24 Rockets Rocket 2 +0 10 3
FAB-1000 1000lb Bomb 0 -1 - 4 Unguided
FAB-500 500lb Bomb 0 -1 - 3 Unguided
FAB-250 250lb Bomb 0 -1 - 2 Unguided
Aircraft Carriers
219
Kuznetsov Class Aircraft Carrier CV
In Service: 1991
No. In Class: 1
Aviation: Flight Deck [4]
Aircraft: 4 x SU-33 “Flanker” Flights, 2 x Mig-29 “Fulcrum” Flights, 4 × Ka-31 Helicopters
220
Battlecruisers
Cruisers
221
Kynda Class Cruiser CG
In Service: 1952
No. In Class: 4
Aviation: Flight Deck [1]
222
Kara Class Cruiser CG
In Service: 1974
No. In Class: 4
Aviation: Flight Deck [1]
Aircraft: 1 x KA-25 Helicopter
Destroyers
223
Kildin Class Destroyer DDG
In Service: 1960
No. In Class: 4
224
Sovremenny Class Destroyer DDG
In Service: 1980
No. In Class: 21
Aviation: Flight Deck [1]
Aircraft: 1 x KA-27 Helicopter
Frigates
225
Petya Class Frigate FF
In Service: 1956
No. In Class: 54
226
Krivak I/II Class Frigate FFG
In Service: 1970
No. In Class: 28
227
Neustrashimyy Class Frigate FFG
In Service: 1993
No. In Class: 2
Aviation: Flight Deck [1]
Aircraft: 1 x KA-27 Helicopter
228
Corvettes
229
Missile Boats
Landing Ships
230
Ivan Rogov Class Landing Ship LPD
In Service: 1978
No. In Class: 3
Aviation: Flight Deck [1]
Aircraft: 2 x KA-27 Helicopter
Notes: Transport Capacity: 8
Attack Submarines
231
Foxtrot Class Submarine SSK
In Service: 1958
No. In Class: 74
232
November Class Submarine SSN
In Service: 1959
No. In Class: 15
233
Sierra I Class Submarine SSN
In Service: 1984
No. In Class: 4
234
Whiskey “Long-Bin” Class Submarine SSG
In Service: 1960
No. In Class: 6
235
Charlie Class Submarine SSGN
In Service: 1967
No. In Class: 11
236
Ballistic Missile Submarines
237
Delta IV Class Submarine SSBN
In Service: 1984
No. In Class: 7
Fixed-Wing Aircraft
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
Intercept AA-8 “Aphid” AAM 4 Missiles 5 +1
Attack AS-10 “Karen” ASM 4 Missiles 6 +1 11 2
Attack FAB250 250lb Bomb 4 Bombs 0 -1 - 2 Unguided
238
SU-25 “Frogfoot” Ground Attack Jet
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
675 8 +0 +2
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Attack AS-7 “Kerry” ASM 4 Missiles 5 +1 10 3
AA-8 “Aphid” AAM 2 Missiles 5 +1
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Attack S-24 Rockets Rocket 8 Rockets 2 +0 10 3 Unguided
AA-8 “Aphid” AAM 2 Missiles 5 +1
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Attack FAB250 250lb Bomb 10 Bombs 0 -1 - 2 Unguided
AA-8 “Aphid” AAM 2 Missiles 5 +1
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Attack FAB500 500lb Bomb 8 Bombs 0 -1 - 3 Unguided
AA-8 “Aphid” AAM 2 Missiles 5 +1
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Intercept AA-10 “Alamo” AAM 8 Missiles 13 +1
AA-8 “Aphid” AAM 6 Missiles
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Intercept AA-12 “Adder” AAM 12 Missiles 100 +1
AA-8 “Aphid” AAM 2Missiles
30mm Cannon Gun 1 Gun 0 +0 - 1 -
SS-N-22 “Sunburn” ASM 1 Missile +2 13 3
Attack
AA-10 “Alamo” AAM 4 Missiles
AA-8 “Aphid” AAM 2 Missiles 13 +1
30mm Cannon Gun 1 Gun 0 +0 - 1 -
AS-17 “Krypton” ARM 4 Missiles 38 +2 11 3
Attack
AA-10 “Alamo” AAM 4 Missiles
AA-8 “Aphid” AAM 2 Missiles 13 +1
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Intercept AA-10 “Alamo” AAM 2 Missiles 13 +1
AA-8 “Aphid” AAM 4 Missiles
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Intercept FAB500 500lb Bomb 4 Bombs 0 -1 - 3 Unguided
AA-8 “Aphid” AAM 2 Missiles
30mm Cannon Gun 1 Gun 0 +0 - 1 -
Attack S-24 Rockets Rocket 4 Rockets 2 +0 10 3 Unguided
AA-8 “Aphid” AAM 2 Missiles
239
Tu-16 “Badger” Jet Bomber
Characteristics
Combat Radius Defence Air-to-air Air-to-Surface
3900 10 -1 +1
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
23mm Cannon Gun 2 Guns 0 +0 - 1 -
Attack
AS-2 “Kipper” ASM 1 Missile 60 +2 13 4
23mm Cannon Gun 3 Guns 0 +0 - 1 -
Bomber
FAB500 500lb Bomb 30 Bombs 0 -1 - 3 Unguided
23mm Cannon Gun 3 Guns 0 +0 - 1 -
Attack
Jamming Suite (Range:30/Effect:-3)
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
23mm Cannon Gun 1 Gun 0 +0 - 1 -
Attack
AS-4 “Kitchen” ASM 1 Missile 320 +2 11 3
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
23mm Cannon Gun 1 Gun 0 +0 - 1 -
Attack
AS-4 “Kitchen” ASM 3 Missiles 320 +2 11 3
Attack 23mm Cannon Gun 1 Gun 0 +0 - 1 -
FAB500 500lb Bomb 24 Bombs 0 -1 - 3 Unguided
Loadout Weapon System Type Number Range/SO Accuracy Defence Damage Notes
Attack AS-16 “Kickback” ASM 6 Missiles 160 +2 11 3
Patrol Aircraft
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
APR-2 Torpedo 2 Torpedoes 1 +1 11 3
PLAB-250 Anti-Submarine Bombs Depth Charge 10 Charges 0 +0 - 2
ASW
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
240
Tu-142 “Bear F” Patrol Aircraft
Characteristics
EW Defence Air-to-air Air-to-Surface RADAR
7 7 -0 +0 +2
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
23mm Cannon Gun 2 Gun s 0 +0 - 1 -
APR-2 Torpedo 8 Torpedoes 1 +1 11 3
ASW
Sonobuoys (SONAR: +1, 3 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
APR-2 Torpedo 2 Torpedoes 1 +1 11 3
ASW Sonobuoys (SONAR: +1, 2 Turns on-scene)
MAD (Magnetic Anomaly Detector)
Helcopters
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
APR-2 Torpedo 3 Torpedoes 1 +1 11 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
APR-2 Torpedo 3 Torpedoes 1 +1 11 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
AEW AEW RADAR
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
APR-2 Torpedo 3 Torpedoes 1 +1 11 3
ASW
Dipping SONAR (SONAR: +1, 3 Turns on-scene)
241
Mi-8 “Hip” Transport Helicopter
Characteristics Notes: Transport Capacity: 1
EW Defence Air-to-air Air-to-Surface RADAR
7 7 -3 +0 +0
Loadout Weapon System/ Equipment Type Number Range/SO Accuracy Defence Damage Notes
12.7mm Rotary Cannon Gun 1 0 +0 1
Attack AT-2 “Swatter” ASM 4 2 +1 10 1
S-24 Rocket Pod 4 3 +0 - 2 Salvo Fire
242
GENERIC VESSELS
Naval Auxiliaries
Characteristics RADAR SONAR
Vessel Speed EW AS Noise Size Damage Search ESM Active Passive Weapons/Notes
Patrol Boat 6 6 6 6 2 1 - - - - AA Guns
Merchant Vessels
Characteristics
Vessel Speed EW AS Noise Size Damage Search RADAR
ULCC Tanker 5 6 4 4 10 80 +1
VLCC Tanker 5 6 4 4 9 70 +1
Coastal Tanker 5 6 4 5 7 40 +1
Mega Container Ship 5 6 4 4 10 50 +1
Large Container Ship 5 6 4 5 8 40 +1
Coastal Container Ship 6 6 4 5 7 30 +1
Large Bulk Carrier 5 6 4 4 8 50 +1
Coastal Bulk Carrier 5 6 4 5 6 40 +1
General Cargo Ship 5 6 4 5 6 40 +1
Fish Factory Ship 5 6 4 4 7 40 +1
Trawler 4 7 4 4 3 5 +0
RoRo Cargo Ship 6 6 4 5 6 20 +1
Super Ferry 6 6 4 4 8 30 +1
Large Ferry 6 6 4 5 4 20 +1
Small Ferry 5 7 5 5 3 10 +0
Passenger Hovercraft 12 7 5 6 2 1 +0
Passenger Hydrofoil 12 7 5 6 2 1 +1
Ocean Liner 10 6 4 5 9 60 +1
Mega Cruise Ship 6 6 4 5 10 50 +1
Large Cruise Ship 6 6 4 5 9 40 +1
Cruise Ship 6 6 4 5 8 30 +1
Offshore Support 6 6 4 5 6 20 +1
Research Vessel 6 6 4 5 6 30 +1
Ocean-going Tug 5 6 5 6 6 20 +1
Harbour Tug 4 7 5 4 2 5 +0
Cable Ship 4 6 4 4 7 10 +1
243
Passive SONAR Detection
QUICK REFERENCE Check range: The maximum range that targets at different depths can be
detected at is shown below.
Target Depth
Detection Detecting Unit
Surface Shallow Deep
Surface I I C
Switching on Active Sensors Shallow L L I
Ships EW Rating Score Required Deep I I L
0-2 9+ Close (C) Intermediate (I) Long (L)
3-4 8+ 0-12cm 12-30cm 30-100cm
5-6 7+
7-8 6+ Roll 1d10 + Passive SONAR
9-10 5+
Apply Modifiers
Situation Modifier
Active RADAR Detection Target has ACTIVE SONAR Switched on +2
Check range: The maximum range that targets at different altitude can Intermediate Range (12-30cm) -1
be detected at is shown below. Long Range (30-100cm) -2
Altitude Detecting through the Thermocline -2
Detecting Unit
Surface Low Medium High
Surface I L L L Compare result to the targets N rating
Low L I L L Equal or Higher Lower
Medium L L I L • Target successfully detected No
High L L L I • Place a detection counter beside the miniature Detection
Close (C) Intermediate (I) Long (L)
0-12cm 12-30cm 30-100cm
Active SONAR Detection
Surface Targets Airborne Targets Check range: The maximum range that targets at different depths can be
Roll 1d10 + Search RADAR Roll 1d10 + Air Defence RADAR detected at is shown below.
Target Depth
Detecting Unit
Apply Modifiers Surface Shallow Deep
Situation Modifier Surface C I C
Intermediate Range (12-30cm) -1 Shallow I I C
Long Range (30-100cm) -2 Deep C I C
Target is within 6cm of land -1 Close (C) Intermediate (I) Long (L)
Poor Weather -2 0-12cm 12-30cm 30-100cm
244
Surface Combat Damage Effects
All Vessels
-1cm Speed -1 N
Air Defence -1 EW -1 AS
Roll 1d10 -1 to all RADAR and SONAR
Submarines
Active RADAR Roll 1d10 for each damage marker. On a roll of 1 the submarine
On Off immediately surfaces.
Missiles/Aircraft can only be
engaged at:
+ Air Defence RADAR Damage Control
• Close Range
• Low Altitude Roll 1d10
Subtract 1 for each Air Defence Marker Assigned Vessel Damage Rating/ Markers removed (repaired)
Roll
1 2-4 5-10 11-20 21-40 40+
Compare result to the Missile/Aircrafts Defence rating 1-2 0 0 0 1 1 2
Equal or Higher Lower 3-4 0 0 1 1 2 3
• Missile/Aircraft shot down • Missile/Aircraft survives 5-6 0 1 1 2 3 4
• Remove from play • Aircraft carry out attacks 7-8 1 1 2 3 4 5
• If at close range Missiles hit – 9-10 2 2 3 4 5 6
resolve damage.
Flood markers still assigned Fire markers still assigned
Assign an Air Defence Marker
Assign an additional Flood Marker Assign an additional Fire Marker
Repeat Procedure for the next range band or next aircraft/missile.
Roll 1d10 for each marker Roll 1d10 for each marker
1 2-10 1 2-10
Surface to Surface Missiles Stability Vessel continues
Roll 1d10 Explosion: Vessel Vessel continues
compromised: with the game
Destroyed with the game
Vessel Capsizes
Active RADAR
On Off
+ Firing Vessel/Spotter Fire Control RADAR
Target carries out Air Defence for Target carries out Air Defence
each SSM for each SSM
Roll 1d10 for each surviving SSM Roll 1d10 for each surviving SSM
Gunnery
Target Naval Guns Small Arms
Size Score to Hit Score to Drive Off Score to Sink
1 9+ 3+ 5+
2 8+ 4+ 6+
3 8+ 5+
4 7+ 6+
5-6 6+
7-8 5+
9-10 5+
Damage
Weapon Type/ Damage
Roll
Missile/Rocket Torpedo Gun/Bomb
1-4 Minor Minor Minor
5 Fire Flood Minor
6 Fire Flood Flood
7 Flood Fire Fire
8 Structure Structure Structure
9-10 Structure Structure Structure
245
Anti-Submarine Warfare (ASW) Anti-Submarine Missiles
Roll 1d10
Guided Torpedoes
Roll 1d10
Target carries out Torpedo Defence Target carries out Torpedo Defence
for each Torpedo for each Torpedo
Roll 1d10 for each surviving Roll 1d10 for each surviving
Torpedo Torpedo
246
Air Operations Air to Air Combat
+1
Bombs
Attackers Altitude/ Score to Hit
Target Size Add 1 for each supporting aircraft Add 1 for each supporting aircraft
SS Low Medium High (overlap) (overlap)
1-2 8+ 9+ 10+ 10+ Highest Lowest Highest Lowest
3-4 7+ 8+ 9+ 10+
5-6 6+ 7+ 8+ 9+ Engage in Engage in
7-8 5+ 6+ 7+ 8+ combat – Attack Target Evades Evade combat – Attack
9-10 4+ 5+ 6+ 7+ First Second
Compare scores
Highest Lowest Draw
Engage in combat,
Engage in combat, Engage in combat, Aircraft with the
Attack First Attack Second highest Air to Air rating
attacks first
Add modifiers
Situation Modifier
Each “Air Combat” Marker -1
Opponent at a lower altitude +1
Assign an Air Defence marker to both aircraft and any that were
supporting
Opponent attacks
247
COUNTERS
248