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Quick Reference

Turn Sequence Movement Phase


1. Initiative – Roll 2D6
Each movement point = 1 inch.
2. Movement Phase- alternate by
Squadrons, Initiative player second. 1. Declare speed of Squadrons. Acceleration
3. Shooting Phase - simultaneous.

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depends on class.
1. Allocate salvos. 2. Ships in a squadron must remain within 1”
2. resolve fire. of each other.
4. Remove sunk ships. 3. May turn after moving a minimum of 1”.

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5. Torpedo attacks. Number of 45 degree turns depends on
6. Victory conditions. class.
7. Adjust squadrons.
8. Adjust visibility

Class
Battleship (BB)
Battlecruiser
(BC)
+/- 1
+/- 1 e
Acceleration Turns
1
1
Floatation
4
4
Secondary Guns?
Yes
Yes
Main Gun Range
20”
20”
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Armoured +/- 1 1 2 Yes 20”
Cruiser (AC)
Light Cruisers +/- 2 2 2 No 16”
(LC)
Destroyers/ +/- 3 3 1 No 16”
Torpedo Boats
(DD/TB)
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Firepower Ratio Table


Roll/Odds 1/3 1/2 1/1 2/1 3/1 4/1 +
1 H -3 H -2 Miss Miss Miss Miss
2 Miss Miss Miss Miss Miss Miss
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3 Miss Miss Miss Miss Miss H -1


4 Miss Miss Miss H -2 H -1 H
5 Miss Miss H -2 H -1 H H +1
6 H -2 H -1 H -1 H H +1 H +2
7 H -1 H H H +1 H +2 H +3
 +1 if firing ship(s) fired at the same defender (Minimum 50% of total firepower fired last
turn)
 -2 if firing at an Escort with a Capital Ship

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Hit Table
Roll Result
0 No Effect
1 Fire Control Damage: Target loses 25% ‘Firepower Rating’ for each ‘Fire Control
Damage’ sustained.
2 Flooding Damage: Target losses two ‘Movement Points’ for each ‘Flooding Damage’
sustained
3 Structural Damage: Roll on the Structural Damage Table

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4 Flooding Damage: Target losses two ‘Movement Points’ for each ‘Flooding Damage’
sustained
5 Deck Penetration: If the range of the attacking ships is 11” or more, then roll a D6. On
a 1-4: Treat this as a ‘Fire Control Damage’ result and on a 5-6: Treat as a ‘Sunk’

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Result.

If the range of the attacking ship is less then 11”, treat this result as a ‘Flooding
Damage’ result instead.
6 Catastrophic Damage: Treat this result as a ‘Fire Control Damage’ result AND a
‘Flooding Damage’ result.
7+ SUNK: Roll two D6, if this roll is greater then the targets armour rating OR a roll of
‘12’ then the target is sunk and removed from play. If this roll is less then the targets
armour rating then treat this result as a ‘Fire Control Damage’ result AND a ‘Flooding
Damage’ result.
 +2 if targeting a ‘Escort’ with a ‘Capital Ship’

e Structural Damage Table


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Roll Result
1 Minor Flooding: Treat this as a ‘Flooding Damage’ result
2 Gun Director Hit: Treat this as a ‘Fire Control Damage’ Result
3 Steering Damage: No turning for D6 turns, ship may break formation
4 Ruptured Bulkhead: Treat this as TWO ‘Flooding Damage’ results
5 Bridge Hit: No Firing or Turning next turn, ship may break formation
6 Magazine Explosion: Treat this as a ‘SUNK’ result
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Special Rules:
Torpedoes: 6” Range. Hit on a 5+, +1 to roll if the target is within 3”, +1 to roll if the target is a ‘Capital Ship’

Torpedo Hit Table


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Roll Result
2-5 DUD!: No effect
6-7 Minor Flooding: Treat this as a ‘Flooding Damage’ result
8-9 Ruptured Bulkhead: Treat this as TWO ‘Flooding Damage’ results
10 Catastrophic Flooding: Treat this as THREE ‘Flooding Damage’ results
11-12 Uncontrollable Flooding: Treat this as a ‘SUNK’ result

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