Kancolle RPG – Construction Book One
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Kancolle RPG – Construction Book One 1. Ship Girl Summary This book introduces 64 new ship girls. In addition, there are five new classes of ship girl: aviation battleship, seaplane tender, aviation cruiser, torpedo cruiser and submarine. 1.1 New Ship Class Stats The new ship classes have the following supply affinities, starting Traits, repair cost, experience bonus. Fuel Ammo Steel Baux Starting Traits Repair Cost Experience Aviation △ △ △ △ 5 2 0 Battleship Seaplane Tender ◯ △ △ ◯ 4 1 10 Aviation Cruiser ◯ ◯ △ △ 4 1 0 Torpedo Cruiser ◯ △ ◯ △ 3 0 0 Submarine ◯ ◯ ◯ ✕ 3 0 10 1.2 New Combat Abilities This book adds the new Combat Ability categories "Sea Control" and "Universal". The "Sea Control" category is primarily a specialty of submarines. "Universal" abilities are abilities any ship girl can learn, regardless of specialty. 2. New Rules The following is the new rules required to use the new ship girls and abilities in this book. 2.1 Submerging During Fleet Battles, Submarine and Submarine Aircraft Carrier (introduced in Construction Book Two) characters may Submerge. In order to Submerge, the player or Admiral controlling the ship girl does not hide a dice to determine her position in the Cruising Formation. When determining the Cruising Formation, if a Submarine or Submarine Aircraft Carrier does not reveal a position, that character enters the Submerged state instead. The marker for a character in the Submerged state is left off the Fleet Sheet for the time being. While in this state, the character is treated as being in position 0 of the acting order. 2.1.1 Submerged State Characters in the Submerged state cannot attack during the Shelling Phase. However, they can make torpedo attacks. Submerged characters can participate in the Night Fighting Phase, in which case they may attack any target, regardless of their position. 2.1.2 Attacking Submerged Characters A Submerged character cannot be targeted in the Aerial Attack Phase, Opening Torpedo Phase (see below) or the Torpedo Phase. Certain ship classes may target Submerged characters in the Shelling Phase (including Night Fighting Phase). Destroyers, light cruisers, torpedo cruisers, light aircraft carriers, aviation cruisers, aviation battleships and seaplane tenders can attack Submerged characters. You can target a Submerged character regardless of your position in the Cruising Formation, but you may not use Sustain Fire. In addition, Firepower for aviation cruisers, aviation battleships and seaplane tenders is calculated differently: If the attack is successful, only the Firepower value of the Anti-Submarine Equipment Ability you used is counted. The character's own Firepower rating is ignored. In case of a Special, the Firepower of the attack is increased by 2 as normal. 2.1.3 Aerial and Torpedo Attack while Submerged Characters in the Submerged state may make Aerial and Torpedo attacks along with other characters. 2.1.4 Surfacing A Submerged character may surface when determining their position in the Cruising Formation. If a character reveals a die as normal when determining the Cruising Formation, they will be in the Surfaced state. 2.1.4.1 Submarines and Submarine Aircraft Carriers in the Surfaced State While in the Surfaced state, submarines and submarine aircraft carriers are treated as any other ship type during fleet battles. Submerged State Attack Chart Cannot Attack Battleship, Aircraft Carrier, Heavy Cruiser, Submarine, Submarine Aircraft Carrier*, Armored Aircraft Carrier*, Repair Ship*, Submarine Tender*, Supply Ship, Floating Fortress, Anchorage Demon, Anchorage Princess, Southern Water Demon*, Southern Water Princess*, Southern War Princess*, Airfield Princess*, Battleship Princess*, Harbor Princess*, Isolated Island Demon* May Attack Destroyer, Light Cruiser, Torpedo Cruiser, Light Carrier, Escort Fortress, Armored Carrier Demon*, Armored Carrier Princess*, Southern Demon* May Attack, but only total anti-sub value is used Aviation Cruiser, Aviation Battleship, Seaplane to determine Firepower Tender, Amphibious Assault Ship* *Detailed in upcoming supplements The Sound of the Sea Combat Ability allows you to attack Submerged enemies if you are in the Submerged state (see Combat Abilities). 2.2 Opening Torpedo Phase This is a phase that occurs between the Aerial Attack Phase and the Shelling Phase. In order to perform an opening torpedo strike, a character must have either the "Sniper of the Sea" Combat Ability or an Equipment Ability with "Opening Torpedo Attack". If multiple characters can make opening torpedo strikes, resolve them in order of their position in the Cruising Formation. In order to perform an opening torpedo attack, choose an Equipment Ability with Torpedo Launch Capability, target an enemy character and make a Torpedo Check. On a successful check, you deal [Torpedo Launch]D6 damage to the target. 2.3 Development Recipes This book adds new Development Tables: Gun Development, Carrier-based Aircraft Development and Special Development. When doing Development, the players may choose which type of Equipment to create. This way it is easier to get the preferred kind of equipment, but the resource consumption is greater and carries the possibility of no equipment being created. The resources consumed by the development recipes for each table is as follows: Gun Development Fuel 3, Ammo 6, Steel 6, Bauxite 3 Aircraft Development Fuel 3, Ammo 6, Steel 3, Bauxite 6 Special Development Fuel 6, Ammo 3, Steel 6, Bauxite 3 In addition to using these new development tables, you may still use the table found in the Main Rulebook as normal. 4D6 - Gun Development Table (Fuel 3, Ammo 6, Steel 6, Bauxite 3) 4 Development failure! 15 Small-caliber Naval Gun (see main No Equipment is gained and all resources rulebook) spent are lost. 5 Development failure! 16 Medium-caliber Naval Gun (see main No Equipment is gained and all resources rulebook) spent are lost. 6 Type 3 Shell (see this book) 17 10cm Twin High-angle Gun Mount (see main rulebook) 7 25mm Twin Autocannon (see main 18 20.3cm Twin Gun Mount (see main rulebook) rulebook) 8 41cm Twin Gun Mount (see main rulebook) 19 61cm Quad O2 Torpedo Tube (see main rulebook) 9 8cm Twin High-angle Gun Mount (see main 20 46cm Triple Gun Mount (see main rulebook) rulebook) 10 15.2cm Twin Gun Mount (see main 21 15.5cm Triple Gun Mount (Secondary) (see rulebook) this book) 11 Torpedo Tube (see main rulebook) 22 61cm Quint O2 Torpedo Tube (see this book) 12 Machine Gun (see main rulebook) 23 53cm Hull-mount O2 Torpedoes (see this book) 13 Small-caliber Naval Gun (see main 24 Type 91 Armor-Piercing Shell (see this rulebook) book) 14 Medium-caliber Naval Gun (see main rulebook) 4D6 - Carrier-based Aircraft Development Table (Fuel 3, Ammo 6, Steel 3, Bauxite 6) 4 Development failure! 15 Carrier-based Bomber (see main rulebook) No Equipment is gained and all resources spent are lost. 5 Development failure! 16 Carrier-based Torpedo Bomber (see main No Equipment is gained and all resources rulebook) spent are lost. 6 Development failure! 17 Saiun (see main rulebook) No Equipment is gained and all resources spent are lost. 7 Development failure! 18 Suisei (see main rulebook) No Equipment is gained and all resources spent are lost. 8 Development failure! 19 Tenzan (see main rulebook) No Equipment is gained and all resources spent are lost. 9 Ju87C Kai (see this book) 20 Zuiun (see this book) 10 Ryuusei (see this book) 21 Suisei Model 12A (see this book) 11 Shiden Kai Ni (see this book) 22 Ryuusei Kai (see this book) 12 Type 52 Zero Fighter (see main rulebook) 23 Reppuu (see this book) 13 Carrier-based Fighter (see main rulebook) 24 Type 0 Observation Plane (see this book) 14 Reconnaissance Aircraft (see main rulebook) 4D6 - Special Development Table (Fuel 6, Ammo 3, Steel 6, Bauxite 3) 2 Development failure! 8 Improved Steam Turbine (see main No Equipment is gained and all resources rulebook) spent are lost. 3 Development failure! 9 Type 94 Depth Charge (see this book) No Equipment is gained and all resources spent are lost. 4 Development failure! 10 Type A Ko-hyoteki (see this book) No Equipment is gained and all resources spent are lost. 5 Development failure! 11 Type 33 Surface Radar (see this book) No Equipment is gained and all resources spent are lost. 6 Searchlight (see this book) 12 Anti-torpedo Bulge (Medium) (see this book) 7 Radar (see main rulebook) 2.3.1 New Equipment Capabilities This book adds the following Equipment Capabilities Opening Torpedo Attack Auto Allows Opening Torpedo Strikes (see above) Accuracy Auto Increases Accuracy by the indicated value Anti-Submarine Auto On a successful hit on a character in the Submerged state, only the Anti-Submarine value is added to the total firepower. Armor Piercing Auto When using a Main Gun Equipment Ability, the attack is a Special on a Firing Roll of 11 or more. In addition, when determining damage using a Main Gun, the target's Armor is treated as X lower, where X is this equipment's Armor Piercing value. Armor Auto Increase your Armor equal to this equipment's Armor value. In addition, your Evasion is reduced by 1. Illumination Sub You may use this at the start of the Night Battle phase. For the duration of this phase, all friendly characters get a +1 modifier to their Firing Checks. In addition, all enemy characters may attack the character using this equipment, regardless of their position in the cruising formation. Equipment Abilities 15.5cm Triple Gun Mount (Secondary) Type Secondary Range Medium Accuracy 1 Firepower 2 Gun Available DD CL CLT CA CAV CVL