FEAR NAUGHT Inter-War Naval Wargaming

Written by Tom Mecredy

Core Rules Movement: Weaponry: - Cargo/Tenders/Liners: 6” b ase move. Gun Batteries - : 6” base move. May make 45 A Battery is composed of a number of guns. degrees at full speed. - The base number of 唈re dice used by a - Light : 6” b ase move. battery is 1d6. +1d6 for each gun in a - Heavy Cruisers: 6” b ase move. battery, up to a maximum of four. - : 8” b ase move. - : 8” b ase move. Must move in a A gun can be a number of sizes. All guns in a straight line for at least 1 turn before battery must be the same size. turning. - Light: 18” Range. - : 8” b ase move. Must move in - Medium: 24” Range. a straight line for at least 1 turn - Heavy: 30” Range. before turning. - Super-Heavy: 36” Range. At the start of each turn, each vessel must set its speed, determining move distance and turn Gun Batteries can be mounted in turrets or rate. . Speed: - Turreted batteries can have a maximum Full Speed: Move full allowance, may not turn. 唈ring arc of 270 degrees, depending on Half Speed: Move half allowance, may make their placement on the vessel. turns up to 90 degrees. - Batteries in casemates can have a Stop: M ay not move, may make turns up to 180 maximum 唈ring arc of 90 degrees. degrees. Casemates have a maximum of 1 gun per Reverse: M ove half allowance in reverse, may battery. make turns up to 90 degrees. Secondary gun batteries Secondary batteries are usually mounted on the A vessel can only move one step up or down port and starboard of a vessel. The damage of between turns. these guns depend on the ship class. Firing: - Light + Heavy Cruisers: 1d6 within 12” Select a target within visual range and weapon - Battlecruisers: 2d6 within 18” range. Place 1 marker on the target location, - Battleships + Dreadnoughts: 3d6 within roll 1d6 for each additional battery 唈ring. 18” Place that marker X” away from the initial Tertiary gun batteries target. Battleships and dreadnoughts have additional tertiary batteries for close-in defense. Roll 唈re dice against any vessels under a - Add +1d6 if a target is within 9”. marker. Anti-Aircraft Batteries Ships armed with AA batteries may target Secondary batteries do not need markers, aircraft within 18” range. Roll 2d6. Aircraft is simply pick target in range and roll to hit. hit and removed from play on a 5/6. Terrain: Torpedoes Islands and land masses can block Line of Fired from -mounted launchers or Sight. submerged tubes. - Deck mounted launchers have a maximum Fire can be directed at targets behind terrain 唈re arc of 180 degrees, depending on providing the 唈ring vessel is more than 12” their placement. away from the terrain feature, and the target - Submerged tubes have a 45 degree 唈re is within visual range and Line of Sight of arc drawn from the vessel’s prow. another friendly vessel. Turn Sequence: Tubes and launchers may 唈re two kinds of Each turn is comprised of a number of phases. . Players act one after the other. - Light Torpedoes: 8” per turn. 1d6 per - Plot Fire/Launch Torpedos. torpedo. Hits on 5/6 - Set vessel speed. - Heavy Torpedoes: 6” per turn. 2d6 per - Movement. torpedo. Hits on 4/5/6 - Resolve Fire.

1

Morale: Roll 2d6 on the following table for each hit At the end of each turn, make a morale check for scored. any captains in the following circumstances: 2 Hit: R oll 1d6: 1-3: Use optical - Outnumbered more than two-to-one by sights to determine hits. 4-6 Lose 1 Crew enemy vessels. Effectiveness. - Engine on 唈re/Vessel Flooding. - Crew killed. 3 Engine Damage: V essel can only move at half speed. If this result is rolled again, the vessel may not move at all. Check morale by rolling 2d6 and comparing it to the ’s morale score. If the result is 4 Damage: V essel may not turn. lower, the captain may continue to act as normal. 5 Fire: R oll on this table again at the start of each following turn. Fire can be suppressed by If the result is higher than the captain’s rolling 5 or 6 on 1d6 at the start of each turn. morale score, they will spend their next turn 6-8 Super唈cial Damage: N o effect. moving away from any enemies and towards the closest table edge. 9 Flooding: V essel can only move at half speed - Green Captain: 6 Morale while ᰈooded. Vessel will go out of action - Experienced Captain: 7 Morale after being ᰈooded for three turns. Flooding - Veteran Captain: 8 Morale can be stopped by rolling 5 or 6 on 1d6 at the start of each turn. Crew Effectiveness: 10 Crew Killed: L ose 1 Crew Effectiveness. Vessel Represents the crew’s ability to manage the is lost if Crew Effectiveness reaches 0. ship. Each time the rating is reduced, it is assumed some crewmen have fallen. When it 11 Weapon Destroyed: R oll 1d6: 1-2: Lose 1 main reaches 0, there are no longer enough battery. 3-4: Lose Secondary batteries or 1 able-bodied crewmen to manage the vessel torpedo launcher. 5-6: Lose tertiary batteries or AA guns. effectively. - Destroyers: 2 Crew Effectiveness 12 Magazine Explosion: S hip taken out of action, - Cruisers: 3 Crew Effectiveness. roll 2d6 against vessels within 4”. Hits on 6’s. - Cargo/Tenders/Liners: 3 Crew Effectiveness Spotting: - Battlecruisers: 4 Crew Effectiveness By default, all vessels have a visual range of - Battleships: 5 Crew Effectiveness 24”. They may not target enemy vessels outside - Dreadnoughts: 6 Crew Effectiveness of their visual range unless: - A friendly ship has the target within Armour: visual range and Line of Sight. Heavy Cruisers, Battlecruisers, Battleships - The enemy vessel is within 12” of a and Dreadnoughts all bene唈t from being well spotter aircraft. protected against enemy 唈re. Spotter Aircraft: Once launched, the aircraft is moved during Armoured vessels roll 3d6 when determining the movement phase of each turn. The aircraft damage and pick the lowest result. moves a maximum of 8” per turn.

Fire Control: They will spot any vessels within 12” range. Vessels are equipped with some sort of 唈re-control system, whether that is a spotter Smoke Generators: with binoculars or a radar director in the All classes of ship can generate clouds of oily conning tower. smoke to obscure friendly targets. Instead of - Optical Sights: Shots hit on a 6. 唈ring guns or launching torpedoes, a ship may - Centralized Fire Director: Shots hit on elect to lay a cloud of smoke 6” long and 2” a 5/6. wide. - Radar Fire Control: Shots hit on a 4/5/6. Smoke clouds block line of sight, and last until the end of the next turn.

2

Additional Rules These rules are not necessary for a quick game move at a rate of 4” per turn. Monitors of Fear Naught, but provide extra elements for move at a rate of 6” per turn. use in scenarios or longer campaigns. Gunboats and Monitors are very heavily armed Coastal Gun Emplacements: for their size. But they cannot hope to match The coastlines and ports of any industrialized the array of armaments carried by a full-size nation will be protected by large calibre guns . mounted within formidable forti唈cations. Gunboats: A naval adage holds that 1 coastal battery is - Maximum 2 turrets of 1 gun each, of worth at least 3 ships at sea, due to the medium calibre or lower. steadiness of the mounting and the sturdiness - No secondary batteries. of the defenses. - May have torpedo launchers 唈ring light or heavy torpedoes. Coastal batteries work in much the same way as - 2 Crew Effectiveness shipboard ones. Monitors: Select a class of gun from the core rules. This - Maximum 2 turrets of 2 guns each, of gun operates as a single battery, placing one super-heavy calibre or lower. 唈re marker per turn. - May mount secondary batteries. Coastal batteries roll 2d6 per shot, hitting on - May mount anti-aircraft guns. 5’s and 6’s. - May have torpedo launchers 唈ring light or heavy torpedoes. Coastal batteries have a 唈re arc of 90 degrees. - 3 Crew Effectiveness

Coastal batteries may be targeted by enemy : vessels in the same way as another vessel. Roll These lightly armed submersible raiders came 2d6 on the damage table below for each hit into their own during the early 20th century, scored. sortieing out into unfriendly seas to menace enemy merchant vessels. 2 Magazine Explosion: A direct hit detonates some badly stored ammunition. Remove the Submarines move at a rate of 6” per turn. battery from play, and resolve a 1d6 hit against Submarines have 2 Crew Effectiveness. any other batteries within 2”. Hits on 6’s. At the start of each turn, before setting speed, 3-6 Gun Damaged: T he gun may 唈re next turn, but may not traverse within its 唈ring arc. the controlling player must also set the depth of his . 7 Near Miss: T he emplacement takes a beating but - Surfaced: Functions as a surface ship in the gun is miraculously untouched. all aspects. May 唈re deck guns.

8-11 Crew Stunned: T he battery may not 唈re next - Submerged: May only spot targets with turn. /hydrophone, may only be detected 12 Crew Killed: A blast of shrapnel kills all the by sonar/hydrophone equipped vessels. crew manning the gun. Remove it from play. May not use deck guns. Only damaged by depth charges and torpedoes.

Gunboats and Monitors Submarines may be armed with These vessels are small and slow but - 1 light o r m edium battery in a ferociously armed for their size, usually fore-mounted turret. employed as coastal or riverine patrol craft or - Multiple submerged torpedo tubes dedicated bombardment vessels. 唈ring light or heavy torpedoes.

These vessels are treated in the same way as any

other ship in Fear Naught.

3

Sea Mines: Sonar and Hydrophones: These tethered explosive devices serve as a Ships and submarines may be equipped with potent area-denial weapon to both submarines acoustic sensors to detect targets above and and surface ships. below the water. - Hydrophones: 12” detection range. Laid by purpose-built vessels, naval Detect on a 6. mine唈elds are one of the methods for defense of - Sonar: 18” detection range. Detect on a 5 a coastline. or 6.

Mine唈elds can be laid around the perimeter of Once a submerged vessel comes within the a terrain feature, or as an area terrain stated detection range, roll 1d6 and compare it feature. to the device’s detection value.

Any ship or submarine contacting a mine唈eld A submerged submarine moving at half speed or suffers 1 hit. If the vessel continues to move less may elect to run silently. through the 唈eld, it suffers an additional hit for every 2” moved. Vessels attempting to detect a submarine running silently must roll a 6 regardless of Surface vessels moving at Half Speed or slower their equipment. may elect to clear a path through the mine唈eld instead of 唈ring.

For every 1” moved through the 唈eld, roll 1d6. On a 6, a mine detonates and the ship suffers 1 hit.

If the clearing vessel crosses the 唈eld without suffering any hits, mark a 1” wide strip which any vessels can cross without penalty.

Wandering Mines: At the start of each turn, roll 2d6. On a 12, a mine detaches from a random mine唈eld and drifts across the table in a random direction at a rate of 4” per turn.

Any ship contacting a Wandering Mine suffers 1 hit.

Depth Charges: Surface vessels can be equipped with depth charges for combating submarines. These explosive charges are set to detonate at a certain depth.

Ships launching depth charges may not 唈re any other weapons.

Place a marker indicating the depth charge in contact with the 唈rer’s bow.

After 1 full turn, the depth charge detonates, inᰈicting 1 hit on any vessels within 2”.

4

Ship Creation Guidelines Fear Naught! Uses the historical pro唈le of a If the historical data is unavailable or you ship as a basis for representing it on the want to create your own ships, the guidelines tabletop. The internet is a valuable resource, are presented below: as are a number of books written on the subject. The main design decisions you will have to Basically, all you need to know is the class of make when creating 唈ctional ships surround the ship, the number and calibre of guns and that vessel’s armaments. Fear Naught’s core the positioning of the turrets. rules present the movement statistics, armour and crew effectiveness. As an example, we’ll run through reproducing HMS Warspite in miniature. The classi唈cation of main batteries is as follows: The Grand Old Lady is a Queen Elizabeth-class - Light batteries have a maximum calibre that served as a mainstay of the of 6” (>152mm) ’s home ᰈeet for 30 years, serving in - Medium batteries are anywhere between both World Wars and 唈ghting at Jutland, 7”-9” in calibre. (177mm-230mm) Matapan and D-Day. - Heavy batteries will be between 10”-12” in calibre. (254mm-304mm) In Fear Naught! She appears as a battleship, - Super-Heavy batteries are larger than granting her a base movement of 8”, with an 13” in calibre. (305mm+) associated turning penalty. She also bene唈ts from being heavily armoured, allowing her to Destroyers and cruisers will usually mount roll 3d6 for damage dice and pick the best their guns in casemates on the port and result. starboard or in single-gun mounts on the deck.

Warspite also bene唈ts from having a Battleships, Battlecruisers and Dreadnoughts centralized 唈re director in her conning will always have turrets. tower, meaning her gun batteries hit on 5 and 6s. Later period ships of all classes will mount all their primary batteries in double, triple The historical armament of Warspite is as or quad turrets in the fore and aft of the ship. follows: - 4 × twin 15-inch (381 mm) guns Secondary gun batteries are auxiliary guns - 14 × single 6-inch (152 mm) guns used to defend against attacks by lighter ships - 2 × single 3-inch (76 mm) 20 cwt AA guns at close range. Depending on the class of ships, - 4 × 21-inch (533 mm) torpedo tubes they could be 6” light guns or even smaller calibres. In game terms, this converts to: - Her main batteries of 15-inch guns Dreadnoughts and battleships might have a become 4 turrets with 2 super-heavy third tier of tertiary batteries that are guns per turret. These guns have a range likely to be very small calibre guns. of 36” and each battery rolls 2d6 for hits. Ships of all classes may carry torpedos in - The turrets are mounted fore and aft, deck-mounted tubes or submerged launchers. with a 唈re arc of roughly 270 degrees per turret. Most ships of the period will only have optical - The 14 6-inch guns can be represented 唈re control, but larger capital ships might individually as casemated light guns or mount 唈re directors. as the secondary batteries. - The torpedo tubes are treated as By the inter-war period, some ships will carry submerged tubes mounted at the fore end radar-controlled 唈re directors. of the ship, and 唈re light torpedos.

With this powerful armament, the Warspite is a formidable addition to any ᰈeet.

5

Scenario Generation Objectives: Setup: Roll 2d6 on the table below to determine the Use these guidelines to place special terrain scenario’s focal point. and ships for the selected objective.

2 Bombardment: A coastal target must be reduced by naval gun唈re. Bombardment: Place a medium-sized (6x4”) landmass in one The attacker must destroy the target and corner of the table. Add a random shore target any hostile vessels before before escaping and 3 coastal batteries under the defender’s by an uncontested table edge. control.

3 Convoy Escort: A convoy of supply ships Convoy Escort: must be protected from enemy raiders. The defending player controls 2d6+1 supply

The defender must ensure that at least two ships. They move at a rate of 6” per turn, are thirds of the supply vessels cross from unarmed and have a crew effectiveness of 3. one board edge to the other. Pursuit: 4 Pursuit: A squadron of ships must escape No special setup. from hostile waters, with hostile hot on their heels. Reconnaissance: No special setup. All the defender’s ships must escape via the opposite table edge. Engagement: 5-6 Reconnaissance: T he position of an enemy No special setup. squadron must be scouted. Mine Clearance: The attacker must draw line of sight to at Place a 唈eld of naval mines 4” wide between least three quarters of the defender’s the two short table edges. Generated terrain ships before before escaping by an objects may be placed within the 唈eld. uncontested table edge.

7-8 Engagement: A pitched battle on the high Naval Landing: seas. Both sides attempt to rout or destroy Place a strip of coastline 4” deep across one of the other. the short table edges. Add 3 coastal batteries to the defender’s . 9-10 Mine Clearance: A large naval mine唈eld must be cleared. The attacking player controls 1d6+2 landing ships. They move at a rate of 4” per turn, are The attacker must clear at least three 2” unarmed and have a crew effectiveness of 4. wide corridors through the mine唈eld before before escaping by an uncontested table edge. Raid: Place a medium-sized (6x4”) landmass in one 11 Naval Landing: Vulnerable troop ships corner of the table. Add a random shore target must make it to the shore. and 2 coastal batteries under the defender’s control. The attacker must ensure that two thirds of the make contact with the The defender may add 2 gunboats to their coastline and destroy at least half of the hostile squadron. squadron.

12 Raid: A lightning fast assault on hostile installations.

The attacker must deal at least 唈ve points of damage to the coastal installation and damage half the enemy squadron before escaping by an uncontested table edge.

6

Terrain: Shore Targets Use the following tables to add additional Use the following table to add man-made terrain to the battle唈eld. Roll 2d6 3 times on structures to the battle唈eld. Roll 2d6 if each table. required by the scenario.

Islands and Landmasses Shore Targets may be engaged by naval gun唈re like a surface vessel or coastal battery. If hits 2-3 Small Island Chain: P lace a group of 3 small (1x2”-2x3”) islands at least 2” are scored, a structure point is removed. When apart on the table. the target has lost all its structure points, it is removed from play. 4-5 Large Island: P lace a large island (3x3”-4x6”) on the table, at least 6” from any table edges. 2-4 Small Settlement: P lace a suitable marker anywhere on a generated landmass. 4 Structure Points. 6-7 Large Island Chain: P lace 3 large islands (3x3”-4x6”) on the table, at least 6” from 5-7 Large Settlement: P lace a suitable marker any table edges. anywhere on a generated landmass. 8 Structure Points. 8-9 Short Coastline: P lace a segment of coastline (2x6”) in contact with at least 8-9 Commercial Port: P lace a suitable marker one table edge. adjacent to the sea on a generated landmass. 3 Structure Points. 10-11 Long Coastline: P lace a segment of coastline (3x12”) in contact with two 10 Naval Dockyard: P lace a suitable marker table edges. adjacent to the sea on a generated landmass. 6 Structure Points. 12 Peninsula: P lace a segment of coastline

(3x12”) with a protruding 2x4” section in Protected by 2 Gunboats armed with 1 contact with two table edges. Light and 1 light torpedo launcher apiece. Nautical Hazards While not impassable, the terrain features 11 Military Installation: P lace a suitable marker anywhere on a generated landmass. listed may impede movement. Roll 3d6. 6 Structure Points.

1-3 Reefs/Sand Bars/Shoals: C an be placed 12 Naval Fort: P lace a suitable marker adjacent to a landmass or out in the open adjacent to the sea on a generated sea. A linear feature between 3-6” long. landmass. 12 Structure Points.

Vessels contacting this feature stop Protected by 2 3-gun heavy turrets which immediately. If the vessel is travelling behave like coastal gun emplacements. at Full Speed, it suffers 1 hit.

4-5 Mine唈eld: C an be placed 1” deep around an existing landmass or coast, or as a 4x4” area. Acts as a naval mine唈eld.

6 Strong Currents: Can be placed adjacent to a landmass or out in open sea. Place as an area 4x12”. Indicate a direction for the .

Vessels moving in this area add an extra 2” to their maximum movement when moving in the direction of the current. -2” when moving against the current. Vessels in this area may not turn.

7

Force Generation Select Flagship: Once you have generated a squadron, use the First, roll 1d6 on this table to choose your Ship Creation guidelines to create some squadron commander’s vessel. The ᰈagship appropriate ships. always has a Veteran Captain (8 Morale.)

1 Heavy

2-3

4-5 Battleship

6 Dreadnought

Attending Squadron: Use the following table to determine the other vessels accompanying your ᰈagship. Roll 3d6 two or three times. Up to half the generated squadron can have Experienced Captains.

3-6 2x Destroyers

7-9 2x Light Cruisers

10-11

12-13

14-15 Battlecruiser

16-17 Battleship

18 Dreadnought

Attending Auxiliaries: These ships may be attached from other formations for logistical or tactical reasons. Roll 2d6 for extra forces when playing larger games.

One Auxiliary vessel may have an Experienced Captain, the rest will be Green.

2-6 Destroyer

7-9 Submarine

10 3x Gunboats

11

12 Fleet Tender

8

The Scenario 1

Scenario Setup: Place a landmass to represent the Chilean coast and the island of Santa Maria in one corner of the table.

The Kaiserliche Marine vessels deploy within 12” the short table edge containing the Chilean coast.

The Royal Navy vessels deploy within 12” of the opposite table edge.

Scenario Objectives: Both sides must engage and destroy the other.

The Kaiserliche Marine’s Squadron SMS Scharnhorst & Gneisenau (Heavy Cruisers) 6” movement, 3 crew effectiveness, Veteran (7) captain. Armoured. (3d6 for damage, pick lowest) Centralized Fire Director. (Hit on 5/6’s) Armaments: - 2 turrets (1 fore, 1 aft) with 2 medium guns per turret. (2d6/24”) - 4 casemates (2 port, 2 starboard) with 1 medium gun per . (1d6/24”) - 6 casemates (3 port, 3 starboard) with 1 light gun per casemate. (1d6/18”) - Cruiser secondary batteries. (1d6/12”) - 4 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

SMS (Light Cruiser) 6” movement, 3 crew effectiveness, Experienced (6) captain. Optical Sights. (Hit on 6’s) Armaments: - 4 turrets (2 fore, 2 aft) with 1 light gun per turret. (1d6/18”) - 6 casemates (3 port, 3 starboard) with 1 light gun per casemate. (1d6/18”) - Cruiser secondary batteries. (1d6/12”) - 2 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

SMS Nurnberg (Light Cruiser) 6” movement. 3 crew effectiveness, Experienced (6) captain. Optical Sights. (Hit on 6’s) Armaments: - 10 casemates (2 fore, 2 aft, 4 port and 4 starboard) with 1 light gun per casemate. (1d6/18”) - 2 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

SMS (Light Cruiser) 6” movement. 3 crew effectiveness, Experienced (6) captain. Optical Sights. (Hit on 6’s) Armaments: - 10 casemates (2 fore, 2 aft, 4 port and 4 starboard) with 1 light gun per casemate. (1d6/18”) - 2 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

9

The Royal Navy’s West Indies Squadron HMS Good Hope (Heavy Cruiser) 6” movement, 3 crew effectiveness, Experienced (6) captain. Armoured. (3d6 for damage, pick lowest) Optical Sights. (Hit on 6’s) Armaments: - 2 turrets (1 fore, 1 aft) with 1 medium gun per turret. (1d6/24”) - 8 casemates (4 port, 4 starboard) with 1 light gun per casemate. (1d6/18”) - Cruiser secondary batteries. (1d6/12”) - 2 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

HMS Monmouth (Heavy Cruiser) 6” movement, 3 crew effectiveness, Experienced (6) captain. Armoured. (3d6 for damage, pick lowest) Optical Sights. (Hit on 6’s) Armaments: - 2 turrets (1 fore, 1 aft) with 2 light guns per turret. (2d6/18”) - 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”) - 8 casemates (4 fore, 4 aft) with 1 light gun per casemate. (1d6/18”) - Cruiser secondary batteries. (1d6/12”) - 2 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

HMS Glasgow (Light Cruiser) 6” movement, 3 crew effectiveness, Green (5) captain. Optical Sights. (Hit on 6’s) Armaments: - 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”) - 10 casemates (5 fore, 5 aft) with 1 light gun per casemate. (1d6/18”) - 2 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

HMS Otranto (Converted Liner) 6” movement, 3 crew effectiveness, Green (5) captain. Optical Sights. (Hit on 6’s) Armaments: - 8 turrets (2 fore, 2 aft, 2 port and 2 starboard) with 1 light gun per turret. (1d6/18”)

10

The Action of 8th January 1916 Scenario 2

Scenario Setup: Deploy a landmass along three quarters of either short table edge to represent the Turkish coast at Zonguldak.

Ottoman Navy ships deploy within 6” of the centre of either long table edge.

Imperial Russian Navy ships deploy within 6” of the table edge of the short table edge opposite to the Turkish coastline. Vessels of the Imperial Russian Navy begin the battle at Full Speed.

Objectives: The Ottoman Navy ships must escape via the channel on the table edge containing the Turkish coastline.

The ships of the Imperial Russian Navy must sink the Ottoman Navy ships before they escape.

The Ottoman Navy Yavus Sultan Selim (Battlecruiser) 8” Movement, 4 Crew Effectiveness, Veteran Captain (8 Morale) Armoured. (3d6 for damage, pick lowest) Optical Sights. (Hit on 6’s) Armaments: - 5 turrets (1 fore, 2 aft, 1 port, 1 starboard) with 2 heavy guns per turret. (2d6/30”) - 12 casemates (6 port, 6 starboard) with 1 light gun per casemate. (1d6/18”) - Battlecruiser secondary gun batteries. (2d6/18”) - 4 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

The Imperial Russian Navy Imperatritsa Ekaterina Velikaya (Dreadnought) 8” movement, 6 Crew Effectiveness, Veteran Captain (8 Morale) Armoured. (3d6 for damage, pick lowest) Optical Sights. (Hit on 6’s) Armaments: - 4 turrets (1 fore, 1 aft, 2 centreline) with 3 super-heavy guns per turret. (3d6/36”) - Dreadnought secondary gun batteries (3d6/18”) - 4 forward-mounted submerged torpedo tubes, 唈ring light torpedos.

Novik (Destroyer) 6” movement, 2 Crew Effectiveness, Experienced Captain (7 Morale) Optical Sights. (Hits on 6’s) Armaments: - 4 turrets (1 fore , 1 aft, 2 centreline) with 1 light gun per turret. (1d6/18”) - 4 torpedo tubes (4 centreline) 唈ring light torpedos.

11

The Action off Lerwick Scenario 3

Scenario Setup: The Royal Navy ships and independant merchantmen deploy within 12” of a short table edge.

The ships of the Kaiserliche Marine deploy along either long table edge, at least 24” away from the Royal Navy contingent.

Objectives: The Royal Navy ships must ensure that at least two thirds of the merchantmen escape by reaching the opposite short table edge.

The Kaiserliche Marine must destroy the Royal Navy escort and at least two thirds of the merchantmen.

The Royal Navy’s 12th Destroyer Flotilla HMS Mary Rose & HMS Strongbow (Destroyers) 6” movement, 2 Crew Effectiveness, Experienced Captains (7 Morale) Optical Sights. (Hits on 6’s) Armaments: - 3 turrets (1 fore, 1 aft and 1 centreline) with 1 light gun per turret. (1d6/18”) - 4 torpedo tubes (2 fore, 2 aft) 唈ring light torpedos. - Anti-aircraft battery.

HMS Elise and the P. Fallon (Gunboats) 4” movement, 2 Crew Effectiveness, Inexperienced Captains (6 Morale) Optical Sights. (Hits on 6’s) Armaments: - 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”)

12 Scandinavian, British and Belgian Merchantmen (Steamers) 6” movement, 3 Crew Effectiveness, Inexperienced Captains (6 Morale.)

The Kaiserliche Marine SMS Brummer & SMS Bremse (Light Cruisers) 6” movement, 3 Crew Effectiveness, Experienced Captains (7 Morale) Optical Sights. (Hits on 6’s) Armaments: - 4 turrets (2 fore, 2 aft) with 1 light gun per turret. (1d6/18”) - 2 torpedo tubes (2 aft) 唈ring light torpedos.

12