Player’s Handbook, 4th Edition 1 Table of Contents Table of Contents (cont) Index (cont)

Introduction 2 Aircraft Gun Lethality Index 30 Expanded Critical Hits 38-40 Turn Sequence 2 Multiple Air-to-Air Attacks 31 Fire & Flooding Critical Hits 35 Naval Unit Size Class 2 Armor-Piercing ASW Rockets 29 Formations (Aircraft) 29 Game Scale Speed and Distance 2 Depth Charge Pattern Breakdown 33 Game Scale Speed and Distance 2 Ship Turning Distance 3 Combined Bombing Base Generic Airfield Attack 36 Ship Acceleration/Deceleration 3 Hit Chances 32 Grounding 3 Tow Parting 3 Combined Bombing Table Gun Damage Multiplier 11 Grounding 3 Modifiers 32 Gunfire Hit Chance Mods Sea State/Speed 3 Lt AA Suppresssion by Strafing 32 (GS3 & 4) 12 Collision Table 4 Combined Bombing Table 33 (GS4m) 13 Collision Damage Resolution 4 Damage Ratio Table 34 Homing Torpedo Attack 17 Submarine Battery 5 Unguided Rocket Attack 34 Identifying Visual Contacts 8 Depth Zones 5 Light Weapons 34 Impulse Breakdown 5 Impulse Table 5 Damage Reduction for Impulse Table 5 Impulse Breakdown 5 Shallow Torpedoes 34 Individual Structure Critical Hit 36 Altitude Bands 6 Critical Hit Tables 34 Influence Minesw. Reduction 37 Aircraft Altitude Changes 6 Fire & Flooding Critical Hits 35 Introduction 2 Very Low/NOE Crash 6 Controlling Fires & Flooding 35 Light AA Battery Surface Attack 17 Aircraft Load Performance Cargo Damage 35 Light Battery Attack Table 17 Reductions/Divisors 6 Runway Cut Table 36 Light Weapons Critical Hit 34 Endurance Modifier 6 Shore Battery Critical Hits 36 Lt AA Suppresssion by Strafing 32 Sonar Detection Modifiers 7 Naval Airfield Bombardment 36 Mechanical Minesw. Reduction 37 Sighting Conditions 8 Individual Structure Critical Hit 36 Mine Attacks 37 Sighting Torpedo Wakes 8 Generic Airfield Attack 36 Multiple Air-to-Air Attacks 31 Periscope Visual Detection 8 Mine Attacks 37 Naval Airfield Bombardment 36 Identifying Visual Contacts 8 Mechanical Minesw. Reduction 37 Naval Gunfire Support Visual Signals Range 8 Influence Minesw. Reduction 37 Hit Chance Modifiers 14 Baffle Arcs 8 Expanded Critical Hits 38-40 Naval Unit Size Class 2 Surface-to-Surface Visibility 9 Ship Weapon Firing Arcs Back Cover Periscope Visual Detection 8 Air-To-Surface Visibility 10 Radar Clutter Value 11 Air-to-Air/Surf-to-Air Visibility 10 Index Radar Contact Size 11 Visibility Variation 10 Radar Line of Sight 16 AA Combat Resolution 16 Radar Contact Size 11 Runway Cut Table 36 AA Strength Modifiers 17 Radar Clutter Value 11 Sea State/Speed 3 Air-to-Air Gun Attack 30 Clutter Effects 11 Ship Acceleration/Deceleration 3 Air-to-Air Missile Attack 31 Gun Damage Multiplier 11 Ship Turning Distance 3 Air-to-Air/Surf-to-Air Visibility 10 Shore-Based Spotting 11 Ship Weapon Firing Arcs Back Cover Air-To-Surface Visibility 10 Gunfire Hit Chance Mods Shore Battery Critical Hits 36 Aircraft Altitude Changes 6 (GS3 & 4) 12 Shore-Based Spotting 11 Aircraft Gun Lethality Index 30 (GS4m) 13 Sighting Conditions 8 Aircraft Load Performance Naval Gunfire Support Sighting Torpedo Wakes 8 Reductions/Divisors 6 Hit Chance Modifiers 14 Sonar Detection Modifiers 7 Altitude Bands 6 Torpedo Deflection Angle 15 Starshell Miss 20 Armor-Piercing ASW Rockets 29 AA Combat Resolution 16 Sub Depth Charge Evasion 33 Baffle Arcs 8 Radar Line of Sight 16 Submarine Battery 5 Cargo Damage 35 AA Strength Modifiers 17 Surface Ship DC Attacks 26-29 Clutter Effects 11 Light AA Battery Surface Attack 17 Surface-to-Surface Visibility 9 Collision Damage Resolution 4 Light Battery Attack Table 17 Surprise (Aircraft) 29 Collision Table 4 Homing Torpedo Attack 17 Target Aspect Diagram 18 Combined Bombing Table 33 Torpedo Danger Zone 17 Torpedo Aspect 20 Combined Bombing Base Torpedo Combat Results 18-25 Torpedo Combat Results 18-25 Hit Chances 32 Target Aspect Diagram 18 Torpedo Danger Zone 17 Combined Bombing Modifiers 32 Torpedo Aspect 20 Torpedo Deflection Angle 15 Controlling Fires & Flooding 35 Starshell Miss 20 Tow Parting 3 Critical Hit Tables 34 Surface Ship DC Attacks 26-29 Turn Sequence 2 Damage Ratio Table 34 Air-to-Air Missile Attack 31 Unguided Rocket Attack 34 Damage Reduction for Formations (Aircraft) 29 Very Low/NOE Crash 6 Sample Shallow Torpedoes 34 Visibility Variationfile 10 Surprise (Aircraft) 29 Depth Charge Pattern Breakdown 33 Dogfight Radius 29 Visual Signals Range 8 Depth Zones 5 Sub Depth Charge Evasion 33 Dogfight Radius 29 © 2017 The Admiralty Trilogy Group Air-to-Air Gun Attack 30 Endurance Modifier 6 Printed in the USA 2 Player’s Handbook, 4th Edition Introduction Turn Sequence This is a collection of the charts and tables that appear in the Command at Sea, 4th edition, Second Printing rules Intermediate Turn Tactical Turn (30 minutes) (3 minutes) booklet. The page numbers in italics by the bottom right of Plotting Phase Plotting Phase each table refer to the original page number in the fourth edi- Movement Phase Movement Phase tion standard rules book. Planned Fire Phase Designed for quick reference, the booklet provides all the Detection Phase Detection Phase charts and tables needed for fast tactical play. Only rules- Reaction Fire Phase related charts and tables are included here. Resolution Phase pg 2-3 Command at Sea is a registered Trademark by Larry Ground Combat Phase Bond, Christopher Carlson, and Edward Kettler, for their Naval Unit Size Class Table WW II tactical naval wargame. The Admiralty Trilogy is a registered Trademark by Larry Bond, Christopher Carlson, Size Class Displacement Description Edward Kettler, and Michael Harris for their Twentieth-Cen- A 18001+ Large tury tactical naval gaming system. B 5501- 18000 Medium If you have questions, please let us know. We can be C 1501 - 5500 Small D 351 - 1500 Small reached at The Admiralty Trilogy Group, PO Box 1372, 5238 E 86 - 350 VSmall Port Royal Road, Springfield VA 22151, and at adtrgroup@ F 21- 85 VSmall aol.com. Visit our website at www.admiraltytrilogy.com. G ≤20 VSmall* Includes all corrections & changes through 20 Dec Size class G vessels have a Stealthy radar signature, but 2019. are otherwise described as Very Small. pg 2-5

Game Scale Speed and Distance Table (values in the table are distance moved in inches)

Tactical (3 min Turns) Scale Speed (kts) (inch:nm) 1 5 10 15 20 25 30 35 40 1:5 0.01 0.1 0.1 0.2 0.2 0.3 0.3 0.4 0.4 1:4 0.01 0.1 0.1 0.2 0.3 0.3 0.4 0.4 0.5 1:3 0.02 0.1 0.2 0.3 0.3 0.4 0.5 0.6 0.7 1:2 0.03 0.1 0.3 0.4 0.5 0.6 0.8 0.9 1 1:1 0.1 0.3 0.5 0.8 1.0 1.3 1.5 1.8 2 2:1 0.1 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4 3:1 0.2 0.8 1.5 2.3 3.0 3.8 4.5 5.3 6 4:1 0.2 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8 5:1 0.3 1.3 2.5 3.8 5.0 6.3 7.5 8.8 10 6:1 0.3 1.5 3.0 4.5 6.0 7.5 9.0 10.5 12 7:1 0.4 1.8 3.5 5.3 7.0 8.8 10.5 12.3 14 8:1 0.4 2.0 4.0 6.0 8.0 10.0 12.0 14.0 16 9:1 0.5 2.3 4.5 6.8 9.0 11.3 13.5 15.8 18 10:1 0.5 2.5 5.0 7.5 10.0 12.5 15.0 17.5 20

Intermediate (30 min Turns) Scale Speed (kts) (inch:nm) 1 5 10 15 20 25 30 35 40 1:5 0.1 0.5 1.0 1.5 2 2.5 3 3.5 4 1:4 0.1 0.6 1.3 1.9 2.5 3.1 3.8 4.4 5 1:3 0.2 0.8 1.7 2.5 3.3 4.2 5 5.8 6.7 1:2 0.3 1.3 2.5 3.8 5 6.3 7.5 8.8 10 1:1 0.5 2.5 5 7.5 10 12.5 15 17.5 20 2:1 1.0 5 10 15 20 25 30 35 40 3:1 1.5 7.5 15 22.5 30 37.5 45 52.5 60 4:1 2.0 10 20 30 40 50 60 70 80 5:1 2.5 12.5 25 37.5 50 62.5 75 87.5 100 Sample 6:1 3.0 15 30 45 60 75 90 105 file120 7:1 3.5 17.5 35 52.5 70 87.5 105 122.5 140 8:1 4.0 20 40 60 80 100 120 140 160 9:1 4.5 22.5 45 67.5 90 112.5 135 157.5 180 10:1 5.0 25 50 75 100 125 150 175 200 Player’s Handbook, 4th Edition 3 Ship Turning Distance

Distance Speed Loss Distance Speed Loss • All values are for a single Warship with Stand per 45° with Hard per 45° 45° turn. Size Class Rudder (yds) turn (kts) Rudder (yds) turn (kts) • Move the required distance A 400 2 300 3 (the “advance”) first, then turn B 300 2 200 3 the ship up to 45°. C 300 1 200 2 • Surfaced submarines D 200 1 100 2 maneuver based on their Slow E - G 100 1 50 2 Size class, e.g., a C/Small Fast E - G 100 0.5 50 1 sub uses the “C” line when it Subm Sub* 300 1 200 2 maneuvers on the surface. • Each 45° course change a Merchant & Distance Speed Loss Distance Speed Loss ship makes in a Movement Auxiliaries with Stand per 45° with Hard per 45° Phase incurs a speed loss, Size Class Rudder (yds) turn (kts) Rudder (yds) turn (kts) up to the fourth change. After A 400 4 300 5 that there is no penalty. B, C 300 3 200 4 *Double for Japanese sub- D 200 2 100 3 marines. E - G 100 1 50 2 pg 3-2

Ship Acceleration/Deceleration Rates • Merchant passenger lin- ers, because of their engine Accel per Tac Turn Accel from Deceleration power and high speeds, are Warship from 0 - 75% 76 - 100% per Tac Turn treated as combatants for Size Class Max. Speed Max. Speed Any Speed acceleration/deceleration Slow A 4 kts 2 kts 6 kts purposes. Fast A 6 kts 3 kts 9 kts • “Slow” battleships have un- B 10 kts 5 kts 12 kts damaged maximum speeds C 12 kts 6 kts 15 kts less than 25 knots. D 12 kts 6 kts 15 kts • “Slow” small craft (size class Slow E-G 15 kts 8 kts 18 kts E - G) have undamaged Fast E-G 25 kts 12 kts 30 kts maximum speeds less than Subs 5 kts 3 kts 7 kts 25 knots. Late Subs* 8 kts 5 kts 9 kts • Coasting to a stop halves the deceleration rate. Merchant & Accel per Tac Turn Accel per Tac Turn Deceleration • Changing course 45° or Auxiliaries from 0 - 75% from 76 - 100% per Tac Turn more in a Tactical Turn halves Size Class Max Speed Max Speed Any Speed the acceleration rate. A 4 kts 3 kts 8 kts • Astern acceleration is half B 6 kts 3 kts 10 kts the ahead rate. C 8 kts 4 kts 12 kts * Late-war subs include the D 8 kts 4 kts 12 kts German Type XXI and Type E - G 12 kts 6 kts 15 kts XXIII. pg 3-2

Tow Parting Table Chance on D100 of the Towline parting Sea State / Speed Table Sea State Sea Ship Size class Speed 0-1 2-3 4-5 6 State A B C D E - G 1 01 02 05 10 1 M M M M M 2 01 03 10 20 2 M M M M M 3 01 04 15 30 3 M M M M 3/4 4 02 05 20 40 4 M M M 3/4 1/2 5 03 06 25 50 pg 3-8 5 M M 3/4 1/2 1/4 6 3/4 3/4 1/2 1/2 H 7 1/2 1/2 1/2 1/4 H Grounding Table 8 1/4 1/4 1/4 H H Distance from Size 9 H H H H H shore (yds) Grounding % Class Modifier Sample 1001-2000 10 A +20% M = Maximum speed, no restrictionsfile 501-1000 20 B +10% H = Ship must heave to. 0 - 500 30 C&D 0 E, F, G -20% pg 3-3 pg 3-7 4 Player’s Handbook, 4th Edition Collision Table Collision Damage Resolution

To find out whether the ships actually collide, roll 2D10. For • Glancing collision: If each ship presents a narrow an accidental collision, each player involved can roll one aspect to the other vessel, whether bow or stern, then it is a D10 to help spread the blame around. In an attempted ram, glancing collision. The ships’ sides will scrape against each the attacker rolls both dice. Apply the following modifiers to other and they will continue on their ordered courses and the 2D10 roll: speeds. Both ships halve any damage. • “Quarter” collision: If one of the ships presents a bow Accidental Collision: or stern quarter aspect to the other, then both ships suffer • Low Visibility (≤20%): +2 normal damage and both have their speeds reduced 25% • Per ship with an unrepaired Bridge Critical hit: +2 by the force of the impact. • Per ship with an unrepaired rudder critical hit: +2 If there is a size class difference between the ships, in- • Per Small size ship involved (Size class D or less): -1 crease the speed reduction 25% per size class if the other • Per Large size ship involved (Size class A): +1 ship is larger; reduce the speed penalty 25% for every two • Per Ship over 20 knots: +1 size classes if the other ship is smaller. • Both ships are in formation and one suffers a casu- • Bow-on collision: if one ship presents a broad aspect alty that affects its mobility: +2 (i.e., a casualty affecting a to the other, then the other vessel (which will have a nar- ship’s speed or rudder control leaves little time for other row aspect), makes a bow-on ram. The vessel striking with ships to react) its bow has its damage reduced by half, but its maximum speed is permanently reduced by 25% because of the drag Attempted Ram: caused by the damaged bow, in addition to any other dam- • Deliberate attempt to ram: +1 age suffered. • Target is a submerged submarine: +1 (visually de- If the striking ship inflicts sufficient damage to sink the tected by the attacker) other vessel outright, then it has literally cut the unfortunate • Target has an unrepaired Bridge Critical Hit: +2 (not ship in two and the striking ship’s speed is reduced by 25%. applicable if target is DIW) Otherwise, the pair will rapidly decelerate until they are both • Rammer has an unrepaired Bridge Critical Hit: Ram- DIW (use double the deceleration rate of the largest ship). ming is prohibited The direction of movement will be along the larger ship’s • Target has a unrepaired Rudder casualty: +2 (not ap- course, or in the direction of the faster ship if they are the plicable if target is DIW) same size class. • Rammer has a unrepaired Rudder casualty: -6 The ships will remain joined until one sinks or until the • Target is dead in the water (DIW): +4 striking vessel backs down for one turn at any speed, which • Speed Modifier (Divide target’s speed by striking will automatically pull it clear. ship’s speed): Damage Points: In a collision, each ship inflicts Ratio Modifier damage on the other based on its size. Each player rolls <0.10 +4 3D10 (read as a value between 3% and 30%) and uses any 0.25 +3 of the applicable modifiers below: 0.50 +2 • Armor: For each five points of belt armor reduce the 0.75 +1 percent damage inflicted by 1%. 1.00 +0 Special case: If it is not a glancing collision, and the 1.25 -1 striking vessel has a ram or reinforced bow, then the ship 1.50 -2 struck cannot have its damage reduced by the armor 1.75 -3 modifier. 2.00+ -4 • Speed: Add 1% to the damage percentage for both ships for each five knots of relative speed. To determine If the results of the die roll, including modifiers, is 16 or the relative speed, in the case of a glancing blow, add the more, then a collision has occurred. two speeds if the two bows are pointed toward each other, subtract the lower from the higher if the bows are pointed in the same direction. For a quarter collision, follow the same Bow-on Collision Glancing Collision procedure for a glancing blow but multiply the sum by 0.75. Use the striking vessel’s speed if it is a bow-on collision. • Civilian construction. For calculating the damage a civilian vessel inflicts on the other ship, double its damage 20° points. This compensates for the 50% modifier to its displacement used when calculating its damage points. Damage to both The final value (die roll plus armor and speed ships is halved modifiers) is the percent of the ship’s original damage 30° 30° points that is applied to the other vessel. Any resulting Samplecritical hits are rolled on the torpedo damagefile column of the Damage to this Critical Hit Table. Damage results are applied immediately ship is halved (during the Movement Phase). pg 3-6 pg 3-6 Player’s Handbook, 4th Edition 5 Standard Submarine Battery Table Impulse Table Speed Discharge Rate Speed (knots) (Units/Int Turn) (Units/Tac Turn) (Knots) 1 2 3 4 5 6 Comp 3 1.0 0.10 1 - 7 x 4 1.5 0.15 8 - 14 x x 5 2.0 0.20 15 - 22 x x x 6 4.0 0.40 23 - 29 x x x x 7 8.0 0.80 30 - 37 x x x x x 8 15.0 1.50 38 - 44 x x x x x x 9 20.0 2.00 45 - 52 x x x x x x x 10 30.0 3.00 pg 3-9

Late War German Submarine Battery Table Speed Discharge Rate Impulse Breakdown Table (knots) (Units/Int Turn) (Units/Tac Turn) 3 1.0 0.10 Speed Dist per Full Remaining 4 1.3 0.13 kts Tac Turn Impulses Distance 5 1.5 0.15 1 100 100 2 200 200 6 2.0 0.20 3 300 300 7 3.0 0.30 4 400 400 8 4.0 0.40 5 500 500 9 5.0 0.50 6 600 600 10 6.0 0.60 7 700 700 11 8.0 0.80 8 800 1 50 12 10.0 1.00 9 900 1 150 13 12.0 1.20 10 1000 1 250 11 1100 1 350 14 16.0 1.60 12 1200 1 450 15 19.0 1.90 13 1300 1 550 16 24.0 2.40 14 1400 1 650 17 30.0 3.00 15 1500 2 0 16 1600 2 100 Battery Charge Table 17 1700 2 200 Battery Charge Rate 18 1800 2 300 (Units/Int Turn) (Units/Tac Turn) 19 1900 2 400 20 2000 2 500 0 – 70% 7.5 0.75 21 2100 2 600 71 – 100% 5 0.50 pg 3-5 22 2200 2 700 23 2300 3 50 24 2400 3 150 Depth Zones 25 2500 3 250 26 2600 3 350 meters 27 2700 3 450 0 PERISCOPE/SNORKELING 28 2800 3 550 29 2900 3 650 SHALLOW 30 3000 4 0 25 (DEPTH CHARGE ZONE A) 31 3100 4 100 32 3200 4 200 50 Thermocline 33 3300 4 300 LAYER DEPTH 34 3400 4 400 35 3500 4 500 36 3600 4 600 INTERMEDIATE I 37 3700 4 700 (DEPTH CHARGE ZONE B) 38 3800 5 50 39 3900 5 150 100 INTERMEDIATE II 40 4000 5 250 (DEPTH CHARGE ZONE C) 41 4100 5 350 42 4200 5 450 200 INTERMEDIATE III 43 4300 5 550 44 4400 5 650 (DEPTH CHARGE ZONE D) 45 4500 6 0 46 4600 6 100 300 INTERMEDIATE IV 47 4700 6 200 Sample (DEPTH CHARGE ZONE E) 48 4800 6 file300 49 4900 6 400 400 DEEP 50 5000 6 500 (DEPTH CHARGE ZONE F) 51 5100 6 600 52 5200 6 700 pg 3-4 pg 3-9 6 Player’s Handbook, 4th Edition Altitude Bands

Trilogy Meters Feet Altitude Band above S/L* above S/L Characteristics Very High 15241+ 50001+ Cruise for jet a/c. No helicopters. High 7501-15240 24607-50000 Cruise for jet & some piston a/c. No helicopters. Med 2001-7500 6563-24606 Cruise for jet and piston aircraft. Low 0-2000 329-6562 Cruise for turboprops and helicopters. Nap of the Earth 0-100* 0-328 Risks for fixed wing. Special mode over land only. Very Low 0-30 0-98 Risks for fixed wing. Special mode over water only.

Note: VLow is used over water and NOE is used over land to fly very close to the surface. The NOE and Very Low altitudes are special-purpose flight conditions by aircraft within the Low altitude band. They are not separate altitude levels.

* NOE altitude is measured above ground level, not sea level

Aircraft Altitude Changes

Rate of Climb Multiplier Rate of Descent Aircraft Abbrev- (times Maneuver Rating) (times Maneuver Rating) Max Dive Engine Type iation per 3 min per 30 sec per 3 min per 30 sec Speed Piston or Turboprop RP, IP, TP 900 m 150 m 1800 m 300 m 1.33 Level Speed Turbojet, Turbofan TJ, TF Man Rtng: 2.0- 1500 m 250 m 2400 m 400 m 1.5 Level Speed Man Rtng: 2.5+ 3000 m 500 m 4500 m 750 m 1.5 Level Speed Helicopter -- 200 m 33 m 300 m 50 m 1.1 Level speed

These rates apply to aircraft starting at Medium altitude. Double them for Low altitude and halve them at High altitude and above. If the aircraft is fully loaded, halve the climb rate.

Example: The Bf 109E has a piston engine and a lightly loaded Maneuver Rating of 3.0. In a three-minute Tactical Turn, starting at Medium Altitude, it can climb 900 * 3 = 2700 meters, or dive 1800 * 3 = 5400 meters.

All Maneuver Ratings: Rocket RT 5000 m 833 m 7500 m 1250 m 1.5 Level Speed pg 4-2

Very Low/NOE Crash Table Aircraft Load Performance Speed (kts) % chance of crash Reductions/Divisors 150 knots or less 0 External Load Internal Only 151-250 1 Range Speed Range Speed 251-350 2 No Ordnance 0%/1.0 0%/1.0 0%/1.0 0%/1.0 351-450 3 Lightly Loaded 12%/.88 10%/.90 6%/.94 5%/.95 451-550 5 Fully Loaded 24%/.76 16%/.84 12%/.88 8%/.92 551-650 8 If the aircraft carries 60% of its payload or less, it is Modifiers: lightly loaded. This affects not only its range and speed, but +1% per turn at Very Low altitude (cumulative, up to also its maneuverability (see section 7.0.1). 5% maximum) if the aircraft is travelling at speeds in excess Planes with their payloads (ordnance and extra fuel) of 150 kt. completely enclosed in internal bays reduce the range and +2% if the aircraft turns more than 30° in one turn. speed penalties by half. A lightly loaded B-25, carrying its +2% if the aircraft is being fired on by AA (gun) fire bombs internally, would have a range reduction of 6% and (including infantry weapons) or aircraft. its speeds reduced by 5%. pg 4-2 pg 4-5

Endurance Modifier Table

Range Full Sample Cruise Powerfile Jet (TF, TJ) 1.0 6.0 Piston (RP, IP) 1.0 5.0 Engine HP 75% 100% pg 4-6