Aquanautica Imperialis

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Aquanautica Imperialis

Aquanautica Imperialis by Eric Farrington Introduction

The worlds of the Imperium of Man number in the thousands. The different environments and types of planets are incomprehensible by the average human mind. In this vast array of worlds, many of them have a surface composed mostly of liquid. The Lex Imperialis for the Governors of such planets is no different then for any other planet in the galaxy. Their world must be protected.

In order to protect such a planet, the only logical solution is to build a planet based navy. Only a navy can allow the Imperial Governor to show the Aquilla wherever the inhabitants of his world go. Only a navy can project the Emperors will to all corners of his liquefied planet. Only a navy can interdict and stop invaders that try to thwart the will of the God-Emperor of Mankind on such worlds. May his divine Majesty rule the waves across the galaxy.

Getting Started

Here is what you will need to play:

These rules 6 sided Dice, the more the merrier A scatter dice A small blast template from 40K A measuring stick Some ships (these can be templates, models from existing ranges, or scratch builds) A table to play on (at least 4x4) A blue table cloth Ships

The Imperium of Man uses Standard Template Construction (STC) to build the majority of its technology base. STC’s are ancient relics from the Dark Age of Technology that housed the blueprints to every machine imaginable. Sadly, no complete STC system still exists. However, many of the basic blueprints remain. It is from these STC designs that the fighting ships of the Imperial Guard are made.

The Imperial Guard strategos group navy ships into the following categories; Battleship, Cruiser, Escort, and Submersible.

Battleships are the largest, most heavily armed and deadliest ships in the fleet. They are the large fighting ships of any fleet. It is their sturdy hulls and powerful guns that keep the enemies of mankind from their benighted shores. Cruisers are smaller than a Battleship, but are often much faster with a greater ability to loiter off station. They are the workhorses of any fleet. They are maneuverable, well armed, and well armored. They don’t pack the same devastating punch as there bigger brethren in the battle line, but they are a vital component of any fleet.

Escorts are smaller ships that act as the eyes and ears of the fleet. They often act as scouts to rove ahead and locate the enemy in order to bring them to battle. They are usually lightly armed and armored, but their speed and agility is their greatest asset.

Submersibles are a strange breed of craft. Instead of cruising on the planets surface, they dive deep into the depths of oceans. Their greatest asset is stealth. They are also used as scouts, interdiction vessels, and to pick off unwary larger craft.

Every ship has the following stats:

Ship Name: Crew: Leadership: Type/Hits Speed Turns Armor

Armament Range/Speed Firepower Arc

Crew: This is a number that represents the size of the crew for boarding purposes and critical hits. It is an abstraction of the actual number of people on the vessel that can participate in a boarding action. Some ships may have a large number of crewmen, but have few to spare to repel boarders, since they maybe needed to keep the ship running. So, the size of a ship does not necessarily mean a larger crew will be available for boarding actions.

Leadership- This represents the command ability of the captain and officers to have the crew perform in a manner befitting of an Imperial Guard sailor. When the guns roar and the hull echoes to the beat of incoming shells, the crew will be tempted to cower. It is up to the brave officers of the ship to rally the men and make sure they perform their duties, whether it is an inspirational hymn or a crack of the bolt pistol that inspires, all that matters is that the men do their duty.

Leadership is determined by rolling for each ship at the start of a battle. There are various points in the battle when a LD check will be need. Roll a 2d6, if it is the Leadership or below the test is passed.

Type/Hits- A ships type will tell you if it is a Battleship, Cruiser, Escort, or Submersible.

Each ship has a certain number of hits it can take before sinking. Once this point has been met, the ship will sink into the depths. The more hits a ship has the larger the crew and sturdier the design of the ship.

Speed- This is how far a ship can move in one turn. There are certain situations where a ship can move faster than this. Turns- This will tell you how sharp a ship can turn. Certain types of ships can only turn so far or a certain number of times.

Armor- All ships are protected from enemy fire by armor. This will keep a ship from sinking from enemy fire. It provides a saving throw to the ship from enemy fire. If the armor rating is 4+, a roll of 4+ will negate one enemy hit.

Armament- Each armament listed will be a battery of weapons, it is not assumed to be a single weapon.

Range/Speed- This is how far the weapon can fire. If the armament is a torpedo this category lists the speed of the weapon in reaching its target.

Firepower- This is the number of dice the battery rolls in order to score a hit. The number needed to roll will depend on the range, speed, and angle of attack.

Arc- A ship has four primary facings; Fore (front), Port (left), Starboard (right), and Aft (rear). An armament can fire in one arc per shooting phase. The arcs an armament is capable of firing in are listed here.

Squadrons

Many fleets battle doctrine dictates that they operate as units called squadrons as opposed to individual unit. Operating as Squadron provides many advantages to operating alone, and some disadvantages. Traditionally, a squadron is 2 to 5 ships of the same type that operate together. Ships in a Squadron must remain within 3 inches of each other. If the ships in a squadron do not stay within the 3 inches squadron benefits are lost until the squadron reforms to within 3 inches of each other. Any ship may move how they wish, as long as they stay within the 3 inches.

Stragglers

When a squadron is activated they may choose to cut stragglers. Essentially, if a member of the squadron is damaged and can not keep up, is entangled, or is drifting, it can be cut lose from the Squadron as a straggler. A LD test is made. Cutting Stragglers counts as a Special Order, so it will displace any other special orders the squadron has been placed on. If successful, the straggler is released from the Squadron and loses all benefits of being in the squadron. The remaining ships must reform to within 3 inches of each other in the movement phase. If failed, the squadron must stay within 3 inches of the damaged ship for the following turn or lose squadron benefits.

Squadron Leadership Squadrons always use the highest leadership among the squadron for Special Order and Leadership checks. If the ship with the highest leadership is destroyed or broken from the squadron, the next highest leadership is used.

All ships in the Squadron must go on the same Special Orders every turn. The only exception to this is Brace for Impact. However, if one ship goes on Brace orders, it removes the Special Orders from the rest of the Squadron.

Squadrons Under Fire

The attacker can choose the firing solution he wants to use against the squadron, but he can not hit any ship that is harder to hit than the solution he chose to fire at. So, if two ships out of 5 are in short range, and he rolls to hit at short range, the attacker may not allocate hits on any ship that is harder to hit. He can only fire on the 2 ships in short range.

Once hits have been determined, all hits are scored on the nearest ship to the attacker, until the nearest ship is reduced to 0 damage points. Remaining attacks are then allocated to the next closest ship, until all hits have been allocated or all targets have been reduced to 0 damage points.

Squadron Fire

Ships in a squadron all fire on the same targets whenever possible. The normal rules for firing apply. If a ship in the squadron can not fire on the same targets as other members of the squadron, it is allowed to fire freely on what it can fire at. As long as the shots have the same firing solution (i.e. the same difficulty of hitting) go ahead and stack the firepower whenever possible. For example, three ships firing weapon batteries with firepower of 2 each could roll as if using a firepower of 6.

Ordinance can also be stacked, if the ships are within 1 inch of each other when they launch. The initial launch distance is measured from the ship furthest back in the squadron.

The Game Turn

Unlike BattleFleet Gothic, this system uses a structured turn system combined with a staggered activation system similar to the older Man O’ War game system. However, the general turn is composed of these elements:

Initiative Turn: Both players roll a d6 and add their Admiral’s leadership. The highest score gets to choose to go first or second. The first player chooses a ship/squadron to become active and begins play.

Command: At this stage, the player declares special orders for the ship/squadron that is activated. The appropriate dice tests are then made.

Movement: The activated squadron moves around the ocean. Any pertinent special orders are used, and turns made. Rams, Collisions, Boarding, and Grounding are worked out in this phase.

Continue until all ships/squadrons have been activated and moved.

Battle: The activated squadron fires any weapons they want at eligible targets. Any pertinent special orders are used. At this stage you would also work out any damage and Ordinance launches.

Continue this phase until all units have been activated and shooting resolved.

End Phase: Torpedoes are moved, Ordinance attacks are launched, damage is repaired, Orders are cleared, wake templates are removed, and any other general record keeping is completed. Once this phase is done the next turn begins with the Initiative Phase.

Initiative Phase

Both players roll a d6 and add their Admiral’s Leadership. The highest score can choose to go first or second. If it is a tie, both players roll again until a winner is declared. The first player begins by activating a ship or squadron of his choosing. Once a ship/squadron is declared the unit begins the Movement Phase.

Commands

Commands can be given any time a ship/squadron is activated. Activation occurs during the Movement and Battle Phase. The player will declare Special Orders and make command tests for the activated ship/squadron. Once the ship/squadrons have had any Special Orders declared the command check takes place immediately.

Special Orders

A ship may go on Special Orders anytime they are activated. All ships in a Squadron will follow the same special orders. Not all ships/Squadrons will have to be on Special Orders. A ship or Squadron can not go on more than one special order per turn, with the exception of Brace-for-Impact.

To go on Special Orders a squadron will roll a 2d6. If the dice roll is equal to the squadron’s highest leadership or under, the test is passed and the ship may go on Special Orders. If failed, the Special Orders are not received in time, and the squadron performs normally.

All Ahead Full- Movement Phase This allows you to move up further than your ships normal movement, up to double the base rate. However, if you choose to do this, you can not launch Ordinance, and all shooting is at half Firepower. You are not allowed to make any turns with this special order.

Engines Reverse- Movement Phase The ship can stop from moving forward for the turn or move up to half its normal distance. Shooting firepower is at half, and Ordinance can not be launched when on this order.

Come To New Heading- Movement Phase This order allows a ship to make up to two moves in the turn. However, shooting Firepower is reduced to half, and Ordinance can not be launched. The normal rules for turning still apply.

Cut Stragglers- Movement Phase This is a special order used to take damaged or inoperable craft out of a squadron. The damaged or inactive ship is left behind, while the rest of the squadron reforms after moving away. The ship that has been cut loses any squadron benefits.

Evasive Maneuvers- Movement Phase This special allows a ship to make small adjustments in its course in order to avoid an unintentional collision with another ship. The ship on the special orders rolls a 4+, and if successful, is able to pass the other ship without a collision. However, in exchange for the collision avoidance, the ship is not allowed to launch ordinance and has its firepower reduced by half.

Run Silent, Run Deep- Movement Phase Ships that submerge can go on a Special Order called Run Silent, Run Deep. If the leadership test is passed, the submerged craft tries to elude detection by crash diving. If this special order is used, the ship is simply removed from the board and placed into reserve again. It can re-enter the board as normal for a submerged ship. Keep in mind, since this special order is executed in the movement phase that the ship will not get a new opportunity to shoot.

If the leadership test is failed, the ship must move at full speed straight ahead. It cannot fire any weapons or launch ordinance that turn.

Load Ordinance- Battle Phase This order allows a ship to prepare to launch new ordinance in the Battle Phase. If ordinance is not reloaded, it cannot be launched in the Battle Phase. Lock On- Battle Phase To Hit rolls for shooting maybe re-rolled. This does not affect ordinance attacks. If a ship has locked on, it cannot have made any turns in the Movement Phase.

Brace For Impact- Movement or Battle Phase A ship may go on Brace For Impact at any point (even during their opponent’s phase), and this order replaces any other existing order the ship had. A ship can only try to Brace for Impact once a turn. Brace For Impact will stay in effect until the End Phase, and no other Special Orders can replace it. This special order allows the ship a 4+ save against all damage points that are inflicted on the ship after the Brace has been declared. Generally, Brace saves are made after armor saves.

Keep in mind if a ship goes on Brace for Impact before it activates, it will not be able to choose a new special order when it does become activated.

Movement Phase

In this phase, Squadrons are moved about the battle area. The first player selects a single squadron and activates it. Once selected, another squadron/ship may not be activated until the first squadron has completed its Movement Phase. A player may not select a Squadron and choose for it to do nothing as every ship has a minimum movement. Once activated a ship/squadron cannot then be reactivated later in the phase. Once the squadron has completed its Movement Phase, your opponent may select one of his Squadrons and play through that squadrons Movement phase.

Players will continue to trade off until all Squadrons have moved. If one player has squadrons remaining to be activated and the other does not, simply continue playing through squadron by squadron until all squadrons have been activated.

Once activated, each ship may move at up to its cruising speed. Cruising speed is the speed indicated in the ship descriptions. A ships normal move can only be increased by using All Ahead Full special orders. However, each ship MUST move at least half of its cruising speed. The only way to offset this is by use of the Engines Reverse special orders. A squadron can move any distance between half speed and cruising speed that the player wishes.

Turning

The larger the ship, the slower it will turn. Ships usually move the direction they are facing. If a ship wants to change course they need to perform a turn. The angle a ship can turn is listed on its profile. The ship can make one turn with an angle equal to or less than the angle listed on the profile per movement phase. Usually, smaller craft can make sharper turns.

In order to make a turn a ship must first move 2 inches. If a ship is unable to move two inches (damage, wake, etc) then it can not make a turn. It also requires another two inches to complete a turn. Once the ship reaches two inches pivot the ship to the new heading and move it forward another two inches. The turn is considered complete, and movement may continue as normal minus the four inches used to turn.

Collisions

All collisions are worked out when they occur and the results calculated in the movement phase. A collision occurs whenever two ships come in contact with each other due to a maneuver error or other reason. A collision is not an intentional act. Each ship takes 1d3 points of damage, with normal Armor and Brace saves allowed per damage point incurred.

The only way to avoid such a collision is if either ship is on Evasive Maneuvers special orders. If the ship on the Evasive maneuvers special orders rolls a 4+, then the collision is avoided, and the moving ship can continue on normally.

After a collision, the ships will become entangled. If they are entangled, then neither ship can move. Instead they drift in a random direction 1d3 inches in the End Phase, use the scatter dice to determine the distance and a d6 for the distance. This means ships that suffer a collision will drift at the end of the turn, before they get a chance to disentangle.

Entangled ships may attempt to board each other immediately after the results of a collision have been calculated.

If two ships wish to become disentangled, then both of the entangled squadrons/ships need to go on the Reverse Engines Special Orders. If one or more of the ships can not or does not go on the Reverse Engines Special Orders they stay entangled. Disentangling occurs when one of the ships/Squadrons is activated. Roll a d6, if a 4+ is rolled the ships are disentangled and are place 1 inch away from the point of impact. However, no turning or pivoting may take place.

If one of the two entangled ships is drifting as a hulk (i.e. they have 0 damage points), then only the surviving ship needs to go on Reverse Engines Special orders in order to disentangle. Otherwise, all remaining rules stay the same.

Ramming

A ram is an intentional move in order to become entangled in an enemy ship. Ramming occurs during the Movement phase and the results are calculated before moving on in the turn phase. Rams must be declared when the squadron is activated, but before it moves. Ramming ship must use the Ahead Full special orders.

When one ship rams another, both ships suffer 1d3 damage points with normal Armor and Brace saves are allowed. If the ramming ship is equipped with a ram, it inflicts 1d6 damage points. After a successful ram, both ships become entangled just like during a collision.

Entangled ships may attempt to board each other immediately after the results of a ram have been calculated.

Boarding

Boarding takes place immediately after the results of a ram or collision have been determined. Essentially, the crew of each ship attempts to swarm over to the other ship and kill anyone on board. A boarding action may only occur when two ships are entangled with one another after a ram or collision. Submerged craft cannot participate in a boarding action, unless they have surfaced first.

To determine the results of a Boarding action, each ship rolls a d6 and adds their crew ratings. The higher number wins and manages to inflict critical damage to the opponent’s ship. Roll on the critical damage table.

In addition, the loser’s crew rating is reduced by 1. A ship’s crew rating can never go below zero. If a ship’s crew rating would be reduced to less than one, the losing ship takes 1 DP instead. It does not matter if the crew rating reduction is from losing a boarding action or some other reason, this rule still applies.

Grounding

Any movement or turn that brings a ship in contact with land will cause 1d6 damage points. If the ship survives the impact it will be stuck on shore and is immobilized. If the crew wishes they may attempt to return to the sea. Roll a d6, on a 5+ the ship may return to sea.

If a ship gets within 1 inch of land may run aground on reefs, rocks, and other below water hazards. Roll a d6. On a 4+ the ship has taken 1d3 damage points from running aground. The ship is immobilized. If the ships survives and would like to return to the sea, it must first roll a 5+ and a d6.

Submerged

Some ships have the submerged special rules. These craft move beneath the waves. This means they can move about without being easily detected by opponents. Instead of placing the model on the table, the ship is placed in reserve off the board. Every turn roll a d6. On a roll of 4+ the submerged ship becomes available to be used. This takes place during the Movement phase.

The controlling player places the submerged craft anywhere on the board. This is where the ship has entered play. Roll the scatter dice and a 1d6. A roll of a hit indicates that vessel has come up right on target, an arrow and a number is what direction and how far the ship is placed from the original landing point. Once deployed, the ship can make no further moves.

In addition, submerged craft can not be targeted by direct firing weapons. They can only be targeted by torpedoes, depth charges, bombers, and other template weapons. In addition, they can not be rammed or boarded.

Surfacing

A submerged ship may choose to surface in any movement phase. It cannot return to be submerged until the next movement phase. Once on the surface, the craft can fire direct fire weapons and ram as normal. In return, the ships is also vulnerable to thee forms of attack.

Forced to Surface

Any submerged craft that takes a critical hit (see the Critical Damage section below) will be force to surface. Once has surfaced the ship can be fired at normally by direct fire weapons.

Skimming

Some races are so advanced, that they use anti-grav technology to move their vehicles. These vehicles are known as skimmers, as they do not have capability for true flight, but can maneuver several feet above the surface of the seas. Skimmers operate very differently than traditional Naval vessels. They have a greater degree of maneuverability and can cross land just as easily as they can the land. As such, Skimmers have a number of special rules for movement.

Skimmers cannot go on any special orders as they are generally too small and fragile craft compared to other Naval squadrons. They operate more like aircraft than traditional ocean going warships.

Units that are skimmers are activated and used just like any other ship/squadron. They can move at any speed up to full. In addition, they can turn freely and make as many turns as they wish. Skimmers cannot be grounded or be part of a collision, instead they simply move over the terrain or ships they come in contact with.

In battle skimmers are fired at like Ordinance and require a 6+ to hit from direct fire weapons and torpedoes. Las-Batteries, Mines, and Aircraft; strike on a 4+ as normal. If a Skimmer is reduced to 0 Dp then they are removed from play and replaced with a wake marker as the skimmer crashes.

Skimmers cannot be boarded or rammed. They can initiate a boarding action, but cannot be boarded in return. If a Skimmer loses a boarding action, they suffer no ill effects as the crews of non-skimmers cannot attack back effectively. Battle Phase

In this phase, squadrons will fire their guns, launch ordinance and cause damage to the opposing fleets. Once all Squadrons in both fleets have moved fully, the player who won Initiative may begin the Battle Phase. Once the Battle Phase begins, no other movement can be executed this turn. Be sure you have completed moving all units on the board before moving to the Battle Phase.

The player, who won Initiative, can activate any unit that he wishes. Once activated, the player may move the ship/squadron through the Battle phase. A player may activate a unit and choose for them to do nothing. However, once a ship/squadron has been activated, a player may not go back and reactivate that unit. Once the unit has completed its Battle Phase, your opponent can then activate a unit of his force and move through the Battle phase with the activated unit. This sequence of alternating activation continues until all units have completed the Battle Phase. At this point you move onto the End Phase.

Players will continue to trade off until all Squadrons have moved. If one player has squadrons remaining to be activated and the other does not, simply continue playing through squadron by squadron until all squadrons have been activated

A ship or squadron that is activated in the Battle Phase may choose to fire its weapons in any order. That means a ship can fire ordinance, then direct fire weapons, launch aircraft, and then fire direct fire weapons from a different arc. The order of firing and launching ordinance makes no difference. However, any weapon system can only be launched or fired once a turn. The only exception to this is Point Defense systems.

Direct Fire

Direct fire is the most common type of shooting found between warships. Essentially, each ship aims its huge guns at a target it can see, and opens fire. The gunners will try and correct misses based on where the previous shells splash into the water. Direct fire weapons generally move too fast or are too small to counter with anti-ordinance weapons, often times they take the form of macro cannons, missiles, Las Batteries, etc.

Range

Different weapons will have various ranges based on a variety of factors. The key point is that the firing ship can draw a line between its center point and the center point of the target. If that line is equal longer than the range of the weapon, the shots will automatically miss. The guns are still considered to have fired, but they simply miss the target by default.

Fire Arcs A ship is divided into four fire arcs. They are Bow, Port (left), Starboard (right), and Aft (rear). Certain weapons a can only fire in certain fire arcs. If no targets are in the weapons fire arc, then it can not fire.

Some weapons are capable of shooting into more than one fire arc thanks to turrets or other technology. However, any weapon may only fire into one fire arc at any one time. So, a battery with a Bow, Starboard, and Port fire arc must choose which arc it will fire in. It cannot fire in all three arcs.

Note, it is possible for a target to be in more than one fire arc at a time, and come under fire from weapons in both firing arcs.

Target Priority

A squadron should fire at the closest enemy squadron. A squadron can choose to fire at any target they want, however, if they wish to fire at a squadron other than the closest, then they must pass a LD test.

A ship often has more than one weapon system. As a result, they may fire at the closest target for that particular weapon system. So if a ship has a port and starboard cannon, the ship can target 1 enemy on the port side and a different enemy on the starboard side.

Line of Sight

Line of Sight (or LOS) is required to fire at targets with direct fire weapons. A straight line must be able to be drawn from the firing ship to the other ship without crossing any other intervening terrain or models. Often, when you measure for range you will have a good idea if the LOS is open.

However, since most ships contain communications gear, a ship can be fired on past other models and terrain if ANY ship in your fleet can draw a LOS on the target ship. Most direct fire weapons have the traverse ability to fire over terrain or other ships. The effect of this rule is to make is relatively hard to hide in the open ocean. However, if you are firing on a target that the firing ship does not have a LOS to, the attack is considered fully obscured.

Obscured

Most captains do not want to expose their ships to the direct fire of the enemy. When possible, they try to hide behind terrain or other smaller craft. This is called obscuring. If a ship has an intervening piece of terrain, model, etc it is considered obscured. The ship is automatically considered a smaller target then the firer.

If the target ship is not able to be seen by the firing ship the target is considered to be fully obscured. Remember, as long as 1 ship in the firing ships fleet can see the target, LOS exists, so it is possible to target a ship that cannot be seen by the shooter. A fully obscured target may only be hit with a hit roll of a natural 6.

Ordinance templates and wake markers do not count for purposes of obscuring.

Point Blank

If a ship is 3 inches or closer to its target, all shooting is considered to be at Point Blank range. This means a ship is so close to its opponent, that they could be considered a squadron. That is very close. Seamen would be able to see each other on deck, read each other’s signal flags, and easily make out the identification numbers from the bow. It is almost impossible to miss in such a situation.

All firing from Direct Fire weapons at Point Blank range are considered to hit on a 2+. No other modifiers apply to this situation. When you are this close, moving abeam, size of target, etc. has no bearing.

Las Battery

Some ships mount huge Las Batteries powered by powerful batteries. As such, they are much easier to fire than traditional naval cannons. Therefore, if a Las Battery is in range, roll a d6. You have scored a hit on a 4+ regardless of range, enemy speed, size, and approach. Las-batteries are effected by Obscuring and Point Blank as normal. Normal armor can not save against a Las Battery, but a Brace save is allowed.

Weapon Batteries

Most ships mount large macro cannons, missile pods, and repeating cannons in their weapon bays. These are much more difficult to aim and fire, and less effective. However, they are cheap and easy to maintain and require a lower tech base to produce.

When you are firing with more traditional weapon batteries, all batteries firing on the target are add up there firepower. This is the number of dice that you will roll to hit. The base roll to hit a target is a 4+ on a d6. However, the following modifiers will affect the results:

Cruiser/Battleship firing on Escorts- -1 Target is moving over 12”- -1 Target is moving over 24”- -2 Target is moving abeam- -1 Target is Ordinance- -2 Obscured- -1

The modifiers are combined to the die roll to determine the end result of the dice. Each successful 4+ causes 1 point of damage that can be saved using Armor or Brace. Moving Abeam

A ship is considered moving abeam if it is moving across the firing arc of the firing ship. It can be very difficult to train direct fire weapons on ships that are moving the opposite direct or across the weapons field of fire. To hit targets in this situation takes a higher level of training, skill, and luck.

So a ship facing north and firing with its front fire arc would consider a target moving abeam if the target is moving East to West/West to East. If the same ship was firing with its Starboard battery, a ship would be considered moving abeam if it was moving from North to South/South to North.

Defense Lasers

Only the largest ships are capable of mounting a defense laser. Essentially, a defense laser is a weapon so large it is normally used against targets in orbit of the planet. However, in a pinch, they can be used in a normal naval battle. However, their very nature makes them extremely difficult to use with accuracy.

Nominate a target ship as normal. Instead of rolling to hit, place the small blast template over the center point of the ship. Roll a 1d6 and the scatter dice. If the scatter dice comes up as a hit the shot does not deviate. Otherwise, move the template the number of inches rolled in the direction of the arrow. Any ship touched by the blast take 1d3 hits that can not be saved by armor. Only Brace saves are allowed.

Damage

Once a ship has been hit by a salvo from their opponent, they may take damage from the blast. Every hit inflicted removes one point of damage from the ship. Ships have an opportunity to avoid these damage points in one of two ways. First, if they are allowed they can attempt to save using their armor. For every hit, roll a d6. If you score your armor rating or more, the damage has been absorbed by the ships armor. In addition, a ship can go on the Brace for Impact special order. In this case, the ship gets a 4+ save against every damaging hit. Any Armor or Brace saves that are failed result in a point of damage to the ship.

Crippled

Ships that lose half of their damage points are crippled. A crippled ship reduces its speed by 2 inches. In addition, their Firepower is reduced by half (rounding down) and they are unable to fire a Defense Laser.

Escorts cannot be crippled. Therefore, and escort with 2 DP and loses 1 DP, will still function as normal. Critical Hit

Any hit that causes a damage point may also cause a critical hit. Roll a d6. On a 6 a critical hit was scored. Roll a 2d6 and consult the critical hit table:

2-4 = One weapon system is destroyed, determine the weapon system randomly.

5= Massive casualties- the hit has caused massive crew casualties. The ships crew rating is reduced by 1.

6= Rutter Jammed. The ship is unable to change course or make turns.

7-8= Fire! Roll to put out the fire every End Phase. If it is not put out, the fire causes one extra point of damage to the ship.

9= Screw Fouled! The ships propulsion system has been damaged. The ships cruising speed is reduced by 2 inches.

10= Bridge Destroyed. The captain and officers have been killed. Reduce the LD of the ship by 3. This can not be repaired.

11= Hull Breach! The ships hull has been breached and revealed it’s weaken superstructure to enemy fire. Reduce the ships armor by 1.

12= Bulkhead Collapse! The internal supports have begun to collapse and water is surging into the hull. The ship takes an additional 1d3 points of damage.

If a critical hit is rolled that can not be applied, then apply the next highest result on the chart.

If an escort receives a critical hit it will sink.

Sinking

If a ship is reduced to zero damage points it will sink. The ship can no longer move or fire. Roll a d6 every turn. On a 1 the ship explodes without warning and is removed from play. Replace it with a small blast marker. Any ships that are touched by the marker are hit for 1d3 damage points. Replace the ship with Wake Markers that are equal to the size of the ship or larger. On a 2-5 it stays a float and drifts 1d3 inches in a random direction. On a 6 it sinks and is removed from play. Replace it with Wake Markers equal to the size of the ship or larger.

Overkill

It is possible for a ship to take so much damage that it will immediately sink. Essentially any time a ship takes half of their starting damage point past zero, it will sink. So, for example, an escort with 1 damage point would sink if it takes two points of damage. A cruiser with 8 hits would sink once it is reduced to -4 damage points. The sinking takes place immediately upon receiving the overkill hit, and no additional drifting or sinking rolls are made.

Wake Markers

As cannons shells, missiles, and torpedoes explode around a ship they churn up the water into a broiling sea. This can cause problems for any squadrons caught nearby. Essentially, wake is shown by adding counters on the table. These areas of heavy wake can effect the movement and firing of your squadrons.

Place a Wake marker if the following occurs:

1. A ship explodes or is sunk. 2. Where a Defense Laser template has hit. 3. Where a firepower of 8 or more strikes. 4. Where depth charges are used. 5. Where ordinance is destroyed.

In some situations, the Wake Markers will be placed along side of a ship. Some examples are when Firepower of 8 strikes, from a Defense Laser, etc. Place the markers on the side of the ship where the attacks came from. Once placed, Wake Markers do not move. In the case of multiple attacks, do not stack the markers, but spread them around as much as possible.

Wake Markers have effects to the squadrons and ships near them. If a ship moves through any wake markers their speed is reduced by 1 inch. If it moves through multiple wake markers the results are not cumulative. Ships that are firing when a wake marker is touching them suffer a -1 modifier to hit. In addition, Ordinance can not be launched while moving through Wake Markers. Plus, boarding actions can not be initiated if either of the ships is being touched by a Wake Marker.

Ordinance

Ordinance is a catch all phrase for Torpedoes, Aircraft, and Depth Charges. These operate differently than direct fire weapons such as Las Batteries and Cannons. As a result, they have special rules that will be detailed here. All Ordinance attacks are represented by markers that come into play on the table. Some like torpedoes and aircraft will move about when deployed, and during the End phase. If ordinance comes into contact with a ship or another ordinance marker it will attack.

Launch Ordinance Any ship that is equipped with torpedo tubes, depth charges, or is a carrier can launch Ordinance. There are certain Special Orders that will not allow you to launch Ordinance while those orders are being executed.

Ordinance is launched in the Battle Phase. It can be launched at anytime by an activated squadron. The Ordinance moves its full speed away from the launching ship in the fire arc of the weapon. (Carrier based aircraft can move off in any fire arc.) However, the Ordinance moves during the End phase. Keep in mind Ordinance attacks whenever it comes in contact with a vessel, in any phase of the game. For example, if torpedoes are in the water, and an active squadron moves into the torpedo counter, then the torpedoes attack immediately in the Movement phase.

Once Ordinance has been launched, it can not be launched again unless a successful Special Order, Reload Ordinance has been executed.

Moving Ordinance

During the End Phase the player who won Initiative moves all their active ordinance of a particular type. For example, they can choose to move all their aircraft or all of their torpedoes. The player selects a piece of active ordinance and moves it. Ordinance can not Ram or engage in a Collisions. If one type of Ordinance moves over Ordinance of the same type, both markers are removed on a roll of 6 on a d6. If Torpedoes go aground, then they are destroyed and removed from play. If the Ordinance comes in contact with any ships, then immediately work out the results.

Once the first player has moved all active ordinance of their chosen type, then the second player activates one type of ordinance and moves it. Each player takes turns until all Ordinance types have been moved and the results determined.

Keep in mind, once a ship comes in contact with ordinance, immediately work out the results. Therefore, it is possible for a ship to move through active ordinance during its own movement phase. The ordinance attack will interrupt the normal flow of the Phase, and the results must be worked out. You should NOT wait until the End Phase to complete the ordinance attack.

Shooting at Ordinance

The only types of weapons that can effectively hit ordinance are Point Defense weapons. This will be listed in the ships profile. Point defense weapons get to fire at any ordinance that comes into contact with the ship, before the Ordinance attacks.

For torpedoes, roll a d6 for every point of point defense Firepower. A 4+ removes one point of firepower from the incoming ordinance attack. In addition, a wake marker is placed next to the ship where the ordinance attack was striking from. For Mines, roll a d6 for each template that comes in contact with the ship. A 4+ will remove the template and replace it with a wake marker where the mine was. Note, since this takes place during the movement phase, the wake marker will reduce the speed of the ship by 1 inch.

For aircraft, roll a d6 for each squadron that has come in contact with the ship. On a 4+ one of the squadrons is removed. In addition, a wake marker is placed next to the ship where the aircraft attack was striking from.

You can also fire at an Ordinance marker with Direct Fire weapon batteries. They will only hit an Ordinance marker on a d6 roll of 6. If successful, the ordinance marker is removed and replaced with a wake marker.

Torpedoes

Torpedoes are self-propelled warheads that travel underwater to the target. Torpedoes are a popular weapon due to the size of warheads such a device can carry. Torpedoes are the only weapon that can be fired while submerged.

Torpedoes can only be fired by ships equipped with torpedo tubes. Torpedoes have a Firepower rating and a speed that will be listed in the ships profile. When torpedoes are launched they move in a straight line from the target ship there maximum speed. Keep in mind, that torpedoes can be fired at various angles within the fire arc the tubes are in, just like a direct fire weapon. Torpedoes will also move their full speed distance in the End Phase. Torpedoes can never turn once they have launched. Torpedoes can be used against submerged targets.

Once a Torpedo marker is detonated, it is removed from play.

Depth Charges

Depth Charges are a special weapon used to attack submerged targets. Depth charges use the blast marker template. If a ship has depth charges it will be recorded on the ships profile. They have a Speed and Firepower, however, unlike most ordinance once launched they will not make any further moves. The speed is how far the depth charges will launch from the ship. Place the center hole of the blast marker at this point. Any submerged targets under the blast marker will be hit with the firepower of the Depth Charge. Point Defense has no effect on Depth Charges, and they can not be used against surface vessels. However, place wake markers over the area the blast marker covers.

Mines

Mines are a particularly nasty weapon system designed to be a passive deterrent to the movement of enemy ships. They have a speed and firepower just like other ordinance. However, these ratings mean different things for Mines. The mines can deploy up to their speed rating from the arc of the launching ship. Once deployed, they do not make any further moves using this rating. The firepower is how many mine templates will be deployed from the launcher. These templates must be in contact with the other markers from the launching ship.

Mines do not attack, they are a passive weapon. If an enemy craft moves through a mine template during their move, they will immediately be attacked by the mines. Surface craft and Submerged craft are both affected, but aircraft and skimmers are not. Torpedoes that move through mines remove both templates on a 4+.

Each template of mines a ship moves through counts as 1 attack. Mines hit on a 4+ with no modifiers. Normal Brace saves can be made. After a successful mine attack, roll a d6. On a 4+ the mines stay in play. Otherwise, the template is removed. Complete all mine and PD attacks before the ship completes the full move.

Mines will drift in the End Phase. They must stay in base to base, and the same pattern they were deployed. However, they drift per the normal rules for a drifting hulk.

Aircraft

Many PDF navies use aircraft to supplement their naval arms. This gives the fleets an over-the-horizon capability that regular ships do not possess. There are two main types of aircraft; Interceptors and Bombers.

Aircraft can only be carried by a ship that has a launch bay which will be listed in the ships profile. A launch bay is rated by the number of squadrons it possesses. So a launch bay with a rating of 4 can launch 4 squadrons of aircraft at a time. Each squadron is represented by one aircraft marker, and has its own speed and fire power stats.

When launching the aircraft the player may decide what type of aircraft he wants to launch. So a ship with a launch bay (4) can choose to launch 3 interceptors and one bomber, 4 bombers, or any other combination the player wishes. They can launch from the ship in any fire arc. Each type should be represented by a different marker.

No launch bay can have more aircraft squadrons in play then the launch bays rating. If a squadron is removed from play the ship may launch a replacement. Keep in mind, in order to launch additional squadrons a special order Reload Ordinance test must be passed. For example, a ship with a launch bay rating of four launches four squadrons of bombers. In the next phase two squadrons are destroyed by point defense weapons. If a successful reload ordinance roll is made, then the ship may launch 2 new squadrons to replace the lost bombers markers.

Unlike torpedoes, aircraft can turn freely and move at any speed from half their move to full speed. They have a much greater range of capabilities. They can move freely over other ships and obstructions.

Interceptors- Interceptors are used to remove enemy aircraft from play.  If they engage another Interceptor unit, both squadrons are removed from play.  If they attack bombers the bombers are removed. Roll a d6 for the interceptors. If the roll is a 4+ the interceptors stay in play.

Bombers- Bombers can make attacks against ships. Their attacks are treated like any other attack.

End Phase

The end phase is the final phase of any turn. The End Phase can not begin until all ships or squadrons have been activated and completed the Battle Phase. Once this occurs, the End Phase may begin.

In the end phase, a variety of actions take place that are outside of the players control. They occur in the following order:

1. Move Ordinance- Follow the rules found in that section- work out results of Ordinance attacks as they happen. 2. Determine drifting- work out any collisions or grounding that occurs due to drift. 3. Determine sinking- Roll to determine the fate of any ships with 0 damage points. Work out any results before moving on. 4. Remove Wake Markers- Both players roll a 1d6. The result is the number of wake markers each player can remove. The two players alternate removing wake markers until both players have removed the number of wake markers they rolled. The player who activated the first squadron removes wake markers first. 5. Damage Control- Both players may attempt to repair critical damage on their ships. Each ship can roll a d6 for each damage point remaining. Every 6 that is rolled allows 1 critical damage event to be repaired. If the ship is touching any wake markers, only half of the dice are rolled rounding down.

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