Kancolle RPG – Construction Book One

1. Girl Summary This book introduces 64 new ship girls. In addition, there are five new classes of ship girl: aviation , , aviation , cruiser and .

1.1 New 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 . "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 (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). , light , torpedo cruisers, light aircraft carriers, aviation cruisers, aviation 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, , Submarine, Submarine Aircraft Carrier*, Armored Aircraft Carrier*, *, *, 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 , , 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, * *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 Classes CV AV BB BBV SS SSV

Ju87C Kai Type Aircraft Range Short Accuracy 0 Firepower 5 Available DD CL CLT CA CAV CVL Aerial Classes CV AV BB BBV SS SSV Attack 3

Suisei Model 12A Type Aircraft Range Short Accuracy 0 Firepower 5 Available DD CL CLT CA CAV CVL Aerial Classes CV AV BB BBV SS SSV Attack 4

Ryuusei Type Aircraft Range Short Accuracy 0 Firepower 4 Available DD CL CLT CA CAV CVL Aerial Attack 4 Classes CV AV BB BBV SS SSV Ryuusei Kai Type Aircraft Range Short Accuracy 0 Firepower 5 Available DD CL CLT CA CAV CVL Aerial Attack 5 Classes CV AV BB BBV SS SSV

Shiden Kai Ni Type Aircraft Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Extended AA 4 Classes CV AV BB BBV SS SSV

Reppuu Type Aircraft Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Extended AA 5 Classes CV AV BB BBV SS SSV

Zuiun Type Aircraft Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Aerial Attack 2 Classes CV AV BB BBV SS SSV Recon 8 Anti-Sub 2

Type 0 Observation Plane Type Aircraft Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Recon 12 Classes CV AV BB BBV SS SSV Anti-sub 2

61cm Quint O2 Torpedo Tube Type Torpedo Range Short Accuracy 1 Firepower 3 Available DD CL CLT CA CAV CVL Torpedo Classes CV AV BB BBV SS SSV Launch 4

53cm Hull-mount O2 Torpedoes Type Torpedo Range Short Accuracy 1 Firepower 4 Available DD CL CLT CA CAV CVL Torpedo Classes CV AV BB BBV SS SSV Launch 5 Type A Ko-hyoteki Type Torpedo Range Short Accuracy 0 Firepower 2 Available DD CL CLT CA CAV CVL Torpedo Launch 4 Classes CV AV BB BBV SS SSV Opening Torpedo

Type 33 Surface Radar Type Radar Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Recon - Classes CV AV BB BBV SS SSV Accuracy 1 Stabilization

Type 94 Depth Charge Type D. Charge Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Anti-sub 1 Classes CV AV BB BBV SS SSV

Type 3 Shell Type AA Shell Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Extended AA 2 Classes CV AV BB BBV SS SSV

Type 91 Armor Piercing Shell Type AP Shell Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Armor Piercing 1 Classes CV AV BB* BBV SS SSV *Not available to Kongou-Class

Searchlight Type Searchl. Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Illumination Classes CV AV BB* BBV SS SSV *Only Kongou- Class

Anti-torpedo Bulge (Medium) Type Armor Range - Accuracy - Firepower - Available DD CL CLT CA CAV CVL Armor 1 Classes CV AV BB BBV SS SSV Combat Abilities

Development Zigzag Maneuver 乙字運動 Category Development Activation Sub Traits Maneuver Figure You may use this ability at the beginning of a round. If the check is successful, reduce all damage you receive by 2 for the rest of the round.

Full Speed Ahead 全速前進 Category Development Activation Sub Traits Foolish Food You may use this ability at the beginning of a round. Spend 2 Energy and make a check using the specified trait. If the check is successful, your position in the Aerial Attack, Shelling and Torpedo Phases is treated as if it was 2 higher for the rest of the round.

Elusive 神出鬼没 Category Development Activation Sub Traits None You may use this ability when revealing the Cruising Formation. Reduce your Energy by 1D6. Your position in the Cruising Formation is changed to the number corresponding to the amount of Energy lost.

Strategy Strategic Withdrawal 戦略的撤退 Category Strategy Activation Sub Traits Dark Past Withdrawal Use when an allied ship is damaged. Make a Check using the specified Trait. If successful, cancel the damage and you may choose to end combat. If you do, your side counts as having lost the battle. Blockade 封鎖 Category Strategy Activation Sub Traits Patient Conversation Before determining the Cruising Formation, make a check using the specified Trait. If the check is successful, pick a number between 1 and 6. Characters cannot be placed in the position corresponding to that number. Only one Blockade may be used each battle.

Synchronized Turn 一斉回頭 Category Strategy Activation Sub Traits Communication Command You may use this ability at the beginning of a round. Make a Check using the specified Trait. If successful, increase or decrease the position of all allied by 1 (minimum 1, maximum 6).

Air Superiority Search and Destroy 見敵必殺 Category Air Superiority Activation Sub Traits None Use this ability when you successfully use the Reconnaissance capability of a carrier-based aircraft. During this fleet battle, allied ships get +1 Firepower when attacking the target of your recon.

Reconnaissance-in-force 威力偵察 Category Air Superiority Activation Sub Traits None Use this ability when you successfully use the Reconnaissance capability of a carrier-based aircraft. During this fleet battle, allied ships get +1 to Firing Checks made against the target of your recon.

Aerial Barrage 空中阻塞 Category Air Superiority Activation Auto Traits None You may use the same Equipment Ability with Anti-Air or Extended Anti-Air twice in the same round. Offensive Decisive Battle Design 決戦仕様 Category Offensive Activation Auto Traits None During the Decisive Battle phase, your Firepower is increased by 1 point.

Melee 白兵戦闘 Category Offensive Activation Move Traits Old-fashioned Assault You may use this ability during the Short Range Artillery Phase. Choose an enemy in the same position in the Cruising Formation as yourself. On a successful Check the chosen enemy takes 1D3 Hits (half of 1D6, rounded up). On a failed Check, you suffer 1 Hit.

Recovery 起死回生 Category Offensive Activation Sub Traits Reading Entertainment You may use this ability when choosing a target with a Main Gun Equipment Ability. If the check is successful, you may target any enemy ship that is not in the same position as an allied ship in the Cruising Formation.

Defensive Emergency Evasion 緊急回避 Category Defensive Activation Sub Traits Imagination Torpedo You may use this ability when damaged by a torpedo attack. If the check is successful, prevent all damage from the torpedo attack. However, you receive a penalty to this check equal to the Torpedo Launch Capability value of the Equipment Ability used. Counterattack 迎撃 Category Defensive Activation Sub Traits Graceful Anti-Aircraft You may use this ability when you are damaged by an attack. If the Trait check is successful you deal [firepower of equipped Secondary Gun+1]xD6 damage to the character that dealt damage to you.

Covering Fire 援護射撃 Category Defensive Activation Sub Traits None You may use this ability when another character is about to make an Evasion Check. Spend 1 Energy to give that character a +1 modifier to the check.

Utility Supporting Fire 支援砲撃 Category Utility Activation Sub Traits Connections Idol You may use this ability at the end of the Aerial Combat Phase. Pick one NPC with whom you have a Relationship Score of 1 or more and a target enemy character. If the check is successful, deal XD6 damage to the target enemy, where X is your Relationship Score with the chosen NPC.

Relentless 獅子奮迅 Category Utility Activation Sub Traits None Use when you deal damage using Sustained Fire. You regain 1 Energy for each successful Firing Check. Always Prepared 準備万端 Category Utility Activation Move Traits Invigorating Standby Select one of your Equipment Abilities or Items and choose an allied ship. If the check is successful, you may pass the selected Equipment Ability or Item to the chosen character (this cannot exceed the maximum number of Equipment Abilities or Items allowed). When passing an Equipment Ability, choose a designated Trait for that Ability.

Sea Control Sound of the Sea 海の音 Category Sea Control Activation Move Traits None You may use this ability if you are in the Submerged State during the Short Range Artillery Phase. If you pay 1D6 Energy you may attack 1 enemy that is in the Submerged State.

Disturbance Tactics 攪乱戦術 Category Sea Control Activation Sub Traits Sadistic Support You may use this ability when an enemy uses Special Interference. Pay 1D6 Energy and make a Check using the appropriate trait. If the check is successful, cancel the Interference.

Sniper of the Sea 海のスナイパー Category Sea Control Activation Auto Traits None You can make Opening Torpedo Attacks. Universal Lead Ship 嚮導艦 Category Universal Activation Sub Traits Considerate Romance You may use this ability at any time. Choose a PC other than yourself. Pay 1D6 Energy and make a Check using the appropriate trait. If the check is successful, the target loses a Trait they possess and replace it with another Trait within 1 step (ignore any Gaps). If the amount of Energy spent is odd, the Trait becomes a Merit. If it is even, it becomes a Defect.

Application 応用力 Category Universal Activation Auto Traits None You may fill up to five spaces worth of Gap (the spaces need not be connected).

Combined Attack 合体攻撃 Category Universal Activation Sub Traits Varies 可変 The Trait used for this Combat Ability is determined when it is used. You may use this ability when using Support to increase damage. Pick one of your Equipment Abilities and make a check using its designated Trait. If the check is successful, increase the damage dealt by XD6, where X is the Firepower value of the chosen Equipment Ability. If the check is a Fumble, reduce the Damage dealt to 0.

3. Furniture Each time the Naval Base levels up, you gain 1 Furniture Coin. Record these in the Furniture Coin field on the new Naval Base Record Sheet. These may be used to buy furniture for the Naval Base. During the End Phase, players may spend Furniture Coins to buy Furniture at the cost indicated for each type of furniture. Record all furniture purchased in the Furniture table on the Naval Base Record Sheet. You can't have more than 1 Furniture of the same name in the same Naval Base. After purchasing a Furniture, its effect becomes available to use during the Naval Base Phase.

3.1 Using Furniture Furniture may be used by the Scene Player as an Auxiliary Action in each Naval Base Phase. It may be used during Everyday, Social and Recreation scenes. To use a Furniture, pick one from the Furniture table on the Naval Base Record Sheet and check the associated box. If you can't pay the cost indicated in the Cost column, you can't use the furniture. During the Reset Stats step of the End Phase, un-check all used Furniture. Elegant Board Price: 1 Use Cost: None The user makes a Reading check. If the check is successful, the user chooses a Keyword from one of the Event Cards that have not been used so far this Cycle. Once this Session, the user gets a +1 modifier to a Check related to the chosen Keyword. If the check made to use this Furniture is a Fumble, the user rolls once on the Accident table.

Kotatsu Price: 1 Use Cost: 1D6 Energy The user makes a Conversation check. If the check is successful, a random PC that appears in the scene increases their Realtionship score towards the user by 1. If the check made to use this Furniture is a Fumble, each PC with a Relationship Score towards the Scene Player of 1 or greater checks off the Support Box for that character, and their Relationship Type changes to a random negative one.

Low dining table set Price: 1 Use Cost: 2 Ammo per person in the fleet The user makes a Food check. If the check is successful, each PC that appears in the scene regains 1D6 Energy. If the check made to use this Furniture is a Fumble, each PC that appears in the scene loses 1 Energy.

High-grade sewing machine Price: 2 Use Cost: 4 Steel The user makes a Fashion check. If the check is successful, the user gains an article of clothing as a Memento. The user of the Furniture may not use this Memento herself. If the check made to use this Furniture is a Fumble, the user loses 1D6 Energy.

Carrier flight deck Price: 2 Use Cost: 3 Bauxite The user makes an Airstrike check. If the check is successful, each PC that appears in the scene may re-roll the dice used to determine the target of an Aerial Attack once this session. If the check made to use this Furniture is a Fumble, all Pcs appearing in the scene lose 1 Energy.

Kongou's tea set Price: 3 Use Cost: 4 Fuel The user makes a Shopping check. If the check is successful, the user gains Sweet Bean Paste. If the check made to use this Furniture is a Fumble, the user loses 1 Energy. 4. Abyssals This section covers statistics of new Abyssals, in addition to some new rules for handling Abyssals in the game.

4.1 Hit and Energy Regeneration If the PCs fight the same Abyssal more than once during a Session, Abyssals that survive a battle regenerate Hits suffered and Energy spent. At the start of each Cycle, Abyssals that were not Sunk recover 1 Hit and 3 Energy.

4.2 Special Interference and Repel Check If an Abyssal appears in a scene outside of a Sortie Event, it may apply a Handicap to a Check made by a PC using its Accuracy rating. This is called Special Interference. A PC that appears in the scene may pay 3 Energy and make a check using a Trait chosen randomly from the Warfare Trait Category. This is called a Repel Check. It is an Auxiliary Action and a PC may only attempt to Repel once each scene. If the check is successful, a Abyssal appearing outside of a Sortie Event is forced to leave the scene.

4.3 Special Abilities for each Ship Class Abyssals possess the following Special Abilities Submarine Abyssal submarines may submerge and surface just like ship girl submarines. In addition, Elite and Flagship submarines may make Opening Torpedo Strikes. Supply Ship At the end of a round, unless it is Heavily Damaged, a Supplu Ship may restore the Energy spent and Hits suffered by an allied ship that is not Sunk. A normal Supply Ship restores 1 Hit and 3 Energy, an elite Supply Ship restores 2 Hits and 6 Energy and a flagship Supply Ship restores all Hits and Energy. Flyer At the end of a round, a Flyer may change its position in the Cruising Formation by 1. Flagship If the Admirals wants, the Flagship of the Abyssal fleet can possess 1 Combat Ability.

New Abyssals Wa-class Transport Ship (Supply Ship) Accuracy 0 Firepower 0 Evasion 0 Armor 6 Energy 20 Abilities 5 inch Single Gun Mount / Type: Main Gun / Range: Short / Firepower: 2 / Trait: [2]

Ka-class Submarine (Submarine) Accuracy 0 Firepower 0 Evasion 0 Armor 5 Energy 10 Abilities 21 inch Torpedo Mk.I / Type: Torpedo / Range: Short / Firepower: 2 / Trait: [8] Capabilities: Torpedo Launch 2 21 inch Torpedo Mk.I / Type: Torpedo / Range: Short / Firepower: 2 / Trait: [2] Capabilities: Torpedo Launch 2 Yo-class Submarine (Submarine) Accuracy 0 Firepower 1 Evasion 0 Armor 6 Energy 12 Abilities 21 inch Torpedo Mk.II / Type: Torpedo / Range: Short / Firepower: 2 / Trait: [6] Capabilities: Torpedo Launch 3 21 inch Torpedo Mk.II / Type: Torpedo / Range: Short / Firepower: 2 / Trait: [12] Capabilities: Torpedo Launch 3

Ta-class Battleship (Battleship) Accuracy 2 Firepower 3 Evasion 1 Armor 15 Energy 23 Abilities 16 inch Twin Gun Mount / Type: Main Gun / Range: Long / Firepower: 2 / Trait: [3] 16 inch Twin Gun Mount / Type: Main Gun / Range: Long / Firepower: 2 / Trait: [7] 12.5 inch Twin Secondary Gun Mount / Type: Secondary Gun / Range: Long / Firepower: 2 / Trait: [11]

Floating Fortress (Flyer) Accuracy 0 Firepower 3 Evasion 3 Armor 8 Energy 25 Abilities 8 inch Triple Gun Mount / Type: Main Gun / Range: Medium / Firepower: 2 / Trait: [10] Torpedo Bomber / Type: Aircraft / Range: Short / Firepower: 3 / Trait: [4] Capabilities: Aerial Attack 2 Reconnaissance 7 Fighter / Type: Aircraft Capabilities: Extended AA 2

Escort Fortress (Flyer) Accuracy 2 Firepower 3 Evasion 2 Armor 9 Energy 20 Abilities 8 inch Triple Gun Mount / Type: Main Gun / Range: Medium / Firepower: 2 / Trait: [12] Torpedo Bomber / Type: Aircraft / Range: Short / Firepower: 3 / Trait: [5] Capabilities: Aerial Attack 2 Reconnaissance 7 Bomber / Type: Aircraft / Range: Short / Firepower: 4 / Trait: [5] Capabilities: Aerial Attack 2 Fighter / Type: Aircraft Capabilities: Extended AA 2