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FEAR NAUGHT
Inter-War Naval Wargaming
Written by Tom Mecredy
Core Rules
Movement:
- Cargo/Tenders/Liners: 6” base move.
- Destroyers: 6” base move. May make 45
degrees at full speed.
- Light Cruisers: 6” base move.
- Heavy Cruisers: 6” base move.
- Battlecruisers: 8” base move.
- Battleships: 8” base move. Must move in a
straight line for at least 1 turn before
turning.
- Dreadnoughts: 8” base move. Must move in
a straight line for at least 1 turn
before turning.
At the start of each turn, each vessel must set
its speed, determining move distance and turn
rate.
Speed:
Full Speed: Move full allowance, may not turn.
Half Speed: Move half allowance, may make
turns up to 90 degrees.
Stop: May not move, may make turns up to 180
degrees.
Reverse: Move half allowance in reverse, may
make turns up to 90 degrees.
A vessel can only move one step up or down
between turns.
Firing:
Select a target within visual range and weapon
range. Place 1 marker on the target location,
roll 1d6 for each additional battery ⫋�ring.
Place that marker X” away from the initial
target.
Roll ⫋�re dice against any vessels under a
marker.
Secondary batteries do not need markers,
simply pick target in range and roll to hit.
Terrain:
Islands and land masses can block Line of
Sight.
Fire can be directed at targets behind terrain
providing the ⫋�ring vessel is more than 12”
away from the terrain feature, and the target
is within visual range and Line of Sight of
another friendly vessel.
Turn Sequence:
Each turn is comprised of a number of phases.
Players act one after the other.
- Plot Fire/Launch Torpedos.
- Set vessel speed.
- Movement.
- Resolve Fire.
Weaponry:
Gun Batteries
A Battery is composed of a number of guns.
- The base number of ⫋�re dice used by a
battery is 1d6. +1d6 for each gun in a
battery, up to a maximum of four.
A gun can be a number of sizes. All guns in a
battery must be the same size.
- Light: 18” Range.
- Medium: 24” Range.
- Heavy: 30” Range.
- Super-Heavy: 36” Range.
Gun Batteries can be mounted in turrets or
casemates.
- Turreted batteries can have a maximum
⫋�ring arc of 270 degrees, depending on
their placement on the vessel.
- Batteries in casemates can have a
maximum ⫋�ring arc of 90 degrees.
Casemates have a maximum of 1 gun per
battery.
Secondary gun batteries
Secondary batteries are usually mounted on the
port and starboard of a vessel. The damage of
these guns depend on the ship class.
- Light + Heavy Cruisers: 1d6 within 12”
- Battlecruisers: 2d6 within 18”
- Battleships + Dreadnoughts: 3d6 within
18”
Tertiary gun batteries
Battleships and dreadnoughts have additional
tertiary batteries for close-in defense.
- Add +1d6 if a target is within 9”.
Anti-Aircraft Batteries
Ships armed with AA batteries may target
aircraft within 18” range. Roll 2d6. Aircraft is
hit and removed from play on a 5/6.
Torpedoes
Fired from deck-mounted launchers or
submerged tubes.
- Deck mounted launchers have a maximum
⫋�re arc of 180 degrees, depending on
their placement.
- Submerged tubes have a 45 degree ⫋�re
arc drawn from the vessel’s prow.
Tubes and launchers may ⫋�re two kinds of
torpedo.
- Light Torpedoes: 8” per turn. 1d6 per
torpedo. Hits on 5/6
- Heavy Torpedoes: 6” per turn. 2d6 per
torpedo. Hits on 4/5/6
1
Morale:
At the end of each turn, make a morale check for
any captains in the following circumstances:
- Outnumbered more than two-to-one by
enemy vessels.
- Engine on ⫋�re/Vessel Flooding.
- Crew killed.
Check morale by rolling 2d6 and comparing it
to the captain’s morale score. If the result is
lower, the captain may continue to act as
normal.
If the result is higher than the captain’s
morale score, they will spend their next turn
moving away from any enemies and towards the
closest table edge.
- Green Captain: 6 Morale
- Experienced Captain: 7 Morale
- Veteran Captain: 8 Morale
Crew Effectiveness:
Represents the crew’s ability to manage the
ship. Each time the rating is reduced, it is
assumed some crewmen have fallen. When it
reaches 0, there are no longer enough
able-bodied crewmen to manage the vessel
effectively.
- Destroyers : 2 Crew Effectiveness
- Cruisers : 3 Crew Effectiveness.
- Cargo/Tenders/Liners: 3 Crew
Effectiveness
- Battlecruisers: 4 Crew Effectiveness
- Battleships: 5 Crew Effectiveness
- Dreadnoughts: 6 Crew Effectiveness
Armour:
Heavy Cruisers, Battlecruisers, Battleships
and Dreadnoughts all bene⫋�t from being well
protected against enemy ⫋�re.
Armoured vessels roll 3d6 when determining
damage and pick the lowest result.
Fire Control:
Vessels are equipped with some sort of
⫋�re-control system, whether that is a spotter
with binoculars or a radar director in the
conning tower.
- Optical Sights: Shots hit on a 6.
- Centralized Fire Director: Shots hit on
a 5/6.
- Radar Fire Control: Shots hit on a
4/5/6.
Roll 2d6 on the following table for each hit
scored.
2 Conning Tower Hit: Roll 1d6: 1-3: Use optical
sights to determine hits. 4-6 Lose 1 Crew
Effectiveness.
3 Engine Damage: Vessel can only move at half
speed. If this result is rolled again, the vessel
may not move at all.
4 Rudder Damage: Vessel may not turn.
5 Fire: Roll on this table again at the start of
each following turn. Fire can be suppressed by
rolling 5 or 6 on 1d6 at the start of each turn.
6-8 Super⫋�cial Damage: No effect.
9 Flooding: Vessel can only move at half speed
while �ooded. Vessel will go out of action
after being �ooded for three turns. Flooding
can be stopped by rolling 5 or 6 on 1d6 at the
start of each turn.
10 Crew Killed: Lose 1 Crew Effectiveness. Vessel
is lost if Crew Effectiveness reaches 0.
11 Weapon Destroyed: Roll 1d6: 1-2: Lose 1 main
battery. 3-4: Lose Secondary batteries or 1
torpedo launcher. 5-6: Lose tertiary batteries
or AA guns.
12 Magazine Explosion: Ship taken out of action,
roll 2d6 against vessels within 4”. Hits on 6’s.
Spotting:
By default, all vessels have a visual range of
24”. They may not target enemy vessels outside
of their visual range unless:
- A friendly ship has the target within
visual range and Line of Sight.
- The enemy vessel is within 12” of a
spotter aircraft.
Spotter Aircraft:
Once launched, the aircraft is moved during
the movement phase of each turn. The aircraft
moves a maximum of 8” per turn.
They will spot any vessels within 12” range.
Smoke Generators:
All classes of ship can generate clouds of oily
smoke to obscure friendly targets. Instead of
⫋�ring guns or launching torpedoes, a ship may
elect to lay a cloud of smoke 6” long and 2”
wide.
Smoke clouds block line of sight, and last
until the end of the next turn.
2
Additional Rules
These rules are not necessary for a quick game
of Fear Naught, but provide extra elements for
use in scenarios or longer campaigns.
Coastal Gun Emplacements:
The coastlines and ports of any industrialized
nation will be protected by large calibre guns
mounted within formidable forti⫋�cations.
A naval adage holds that 1 coastal battery is
worth at least 3 ships at sea, due to the
steadiness of the mounting and the sturdiness
of the defenses.
Coastal batteries work in much the same way as
shipboard ones.
Select a class of gun from the core rules. This
gun operates as a single battery, placing one
⫋�re marker per turn.
Coastal batteries roll 2d6 per shot, hitting on
5’s and 6’s.
Coastal batteries have a ⫋�re arc of 90 degrees.
Coastal batteries may be targeted by enemy
vessels in the same way as another vessel. Roll
2d6 on the damage table below for each hit
scored.
2 Magazine Explosion: A direct hit detonates
some badly stored ammunition. Remove the
battery from play, and resolve a 1d6 hit against
any other batteries within 2”. Hits on 6’s.
3-6 Gun Damaged: The gun may ⫋�re next turn, but
may not traverse within its ⫋�ring arc.
7 Near Miss: The emplacement takes a beating but
the gun is miraculously untouched.
8-11 Crew Stunned: The battery may not ⫋�re next
turn.
12 Crew Killed: A blast of shrapnel kills all the
crew manning the gun. Remove it from play.
Gunboats and Monitors
These vessels are small and slow but
ferociously armed for their size, usually
employed as coastal or riverine patrol craft or
dedicated bombardment vessels.
These vessels are treated in the same way as any
other ship in Fear Naught.
Gunboats move at a rate of 4” per turn. Monitors
move at a rate of 6” per turn.
Gunboats and Monitors are very heavily armed
for their size. But they cannot hope to match
the array of armaments carried by a full-size
warship.
Gunboats:
- Maximum 2 turrets of 1 gun each, of
medium calibre or lower.
- No secondary batteries.
- May have torpedo launchers ⫋�ring light
or heavy torpedoes.
- 2 Crew Effectiveness
Monitors:
- Maximum 2 turrets of 2 guns each, of
super-heavy calibre or lower.
- May mount Destroyer secondary
batteries.
- May mount anti-aircraft guns.
- May have torpedo launchers ⫋�ring light
or heavy torpedoes.
- 3 Crew Effectiveness
Submarines:
These lightly armed submersible raiders came
into their own during the early 20th century,
sortieing out into unfriendly seas to menace
enemy merchant vessels.
Submarines move at a rate of 6” per turn.
Submarines have 2 Crew Effectiveness.
At the start of each turn, before setting speed,
the controlling player must also set the depth
of his submarine.
- Surfaced: Functions as a surface ship in
all aspects. May ⫋�re deck guns.
- Submerged: May only spot targets with
sonar/hydrophone, may only be detected
by sonar/hydrophone equipped vessels.
May not use deck guns. Only damaged by
depth charges and torpedoes.
Submarines may be armed with
- 1 light or medium battery in a
fore-mounted turret.
- Multiple submerged torpedo tubes
⫋�ring light or heavy torpedoes.
3
Sea Mines:
These tethered explosive devices serve as a
potent area-denial weapon to both submarines
and surface ships.
Laid by purpose-built vessels, naval
mine⫋�elds are one of the methods for defense of
a coastline.
Mine⫋�elds can be laid around the perimeter of
a terrain feature, or as an area terrain
feature.
Any ship or submarine contacting a mine⫋�eld
suffers 1 hit. If the vessel continues to move
through the ⫋�eld, it suffers an additional hit
for every 2” moved.
Surface vessels moving at Half Speed or slower
may elect to clear a path through the mine⫋�eld
instead of ⫋�ring.
For every 1” moved through the ⫋�eld, roll 1d6.
On a 6, a mine detonates and the ship suffers 1
hit.
If the clearing vessel crosses the ⫋�eld
without suffering any hits, mark a 1” wide
strip which any vessels can cross without
penalty.
Wandering Mines:
At the start of each turn, roll 2d6. On a 12, a
mine detaches from a random mine⫋�eld and
drifts across the table in a random direction
at a rate of 4” per turn.
Any ship contacting a Wandering Mine suffers 1
hit.
Depth Charges:
Surface vessels can be equipped with depth
charges for combating submarines. These
explosive charges are set to detonate at a
certain depth.
Ships launching depth charges may not ⫋�re any
other weapons.
Place a marker indicating the depth charge in
contact with the ⫋�rer’s bow.
After 1 full turn, the depth charge detonates,
in�icting 1 hit on any vessels within 2”.
Sonar and Hydrophones:
Ships and submarines may be equipped with
acoustic sensors to detect targets above and
below the water.
- Hydrophones: 12” detection range.
Detect on a 6.
- Sonar: 18” detection range. Detect on a 5
or 6.
Once a submerged vessel comes within the
stated detection range, roll 1d6 and compare it
to the device’s detection value.
A submerged submarine moving at half speed or
less may elect to run silently.
Vessels attempting to detect a submarine
running silently must roll a 6 regardless of
their equipment.
4
Ship Creation Guidelines
Fear Naught! Uses the historical pro⫋�le of a
ship as a basis for representing it on the
tabletop. The internet is a valuable resource,
as are a number of books written on the subject.
Basically, all you need to know is the class of
the ship, the number and calibre of guns and
the positioning of the turrets.
As an example, we’ll run through reproducing
HMS Warspite in miniature.
The Grand Old Lady is a Queen Elizabeth-class
battleship that served as a mainstay of the
Royal Navy’s home �eet for 30 years, serving in
both World Wars and ⫋�ghting at Jutland,
Matapan and D-Day.
In Fear Naught! She appears as a battleship,
granting her a base movement of 8”, with an
associated turning penalty. She also bene⫋�ts
from being heavily armoured, allowing her to
roll 3d6 for damage dice and pick the best
result.
Warspite also bene⫋�ts from having a
centralized ⫋�re director in her conning
tower, meaning her gun batteries hit on 5 and
6s.
The historical armament of Warspite is as
follows:
- 4 × twin 15-inch (381 mm) guns
- 14 × single 6-inch (152 mm) guns
- 2 × single 3-inch (76 mm) 20 cwt AA guns
- 4 × 21-inch (533 mm) torpedo tubes
In game terms, this converts to:
- Her main batteries of 15-inch guns
become 4 turrets with 2 super-heavy
guns per turret. These guns have a range
of 36” and each battery rolls 2d6 for
hits.
- The turrets are mounted fore and aft,
with a ⫋�re arc of roughly 270 degrees
per turret.
- The 14 6-inch guns can be represented
individually as casemated light guns or
as the Dreadnought secondary batteries.
- The torpedo tubes are treated as
submerged tubes mounted at the fore end
of the ship, and ⫋�re light torpedos.
With this powerful armament, the Warspite is a
formidable addition to any �eet.
If the historical data is unavailable or you
want to create your own ships, the guidelines
are presented below:
The main design decisions you will have to
make when creating ⫋�ctional ships surround
that vessel’s armaments. Fear Naught’s core
rules present the movement statistics, armour
and crew effectiveness.
The classi⫋�cation of main batteries is as
follows:
- Light batteries have a maximum calibre
of 6” (>152mm)
- Medium batteries are anywhere between
7”-9” in calibre. (177mm-230mm)
- Heavy batteries will be between 10”-12”
in calibre. (254mm-304mm)
- Super-Heavy batteries are larger than
13” in calibre. (305mm+)
Destroyers and cruisers will usually mount
their guns in casemates on the port and
starboard or in single-gun mounts on the deck.
Battleships, Battlecruisers and Dreadnoughts
will always have turrets.
Later period ships of all classes will mount
all their primary batteries in double, triple
or quad turrets in the fore and aft of the ship.
Secondary gun batteries are auxiliary guns
used to defend against attacks by lighter ships
at close range. Depending on the class of ships,
they could be 6” light guns or even smaller
calibres.
Dreadnoughts and battleships might have a
third tier of tertiary batteries that are
likely to be very small calibre guns.
Ships of all classes may carry torpedos in
deck-mounted tubes or submerged launchers.
Most ships of the period will only have optical
⫋�re control, but larger capital ships might
mount ⫋�re directors.
By the inter-war period, some ships will carry
radar-controlled ⫋�re directors.
5
Scenario Generation
Objectives:
Roll 2d6 on the table below to determine the
scenario’s focal point.
2 Bombardment: A coastal target must be
reduced by naval gun⫋�re.
The attacker must destroy the target and
any hostile vessels before before escaping
by an uncontested table edge.
3 Convoy Escort: A convoy of supply ships
must be protected from enemy raiders.
The defender must ensure that at least two
thirds of the supply vessels cross from
one board edge to the other.
4 Pursuit: A squadron of ships must escape
from hostile waters, with hostile
warships hot on their heels.
All the defender’s ships must escape via
the opposite table edge.
5-6 Reconnaissance: The position of an enemy
squadron must be scouted.
The attacker must draw line of sight to at
least three quarters of the defender’s
ships before before escaping by an
uncontested table edge.
7-8 Engagement: A pitched battle on the high
seas. Both sides attempt to rout or destroy
the other.
9-10 Mine Clearance: A large naval mine⫋�eld
must be cleared.
The attacker must clear at least three 2”
wide corridors through the mine⫋�eld
before before escaping by an uncontested
table edge.
11 Naval Landing: Vulnerable troop ships
must make it to the shore.
The attacker must ensure that two thirds
of the landing craft make contact with the
coastline and destroy at least half of the
hostile squadron.
12 Raid: A lightning fast assault on hostile
installations.
The attacker must deal at least ⫋�ve
points of damage to the coastal
installation and damage half the enemy
squadron before escaping by an
uncontested table edge.
Setup:
Use these guidelines to place special terrain
and ships for the selected objective.
Bombardment:
Place a medium-sized (6x4”) landmass in one
corner of the table. Add a random shore target
and 3 coastal batteries under the defender’s
control.
Convoy Escort:
The defending player controls 2d6+1 supply
ships. They move at a rate of 6” per turn, are
unarmed and have a crew effectiveness of 3.
Pursuit:
No special setup.
Reconnaissance:
No special setup.
Engagement:
No special setup.
Mine Clearance:
Place a ⫋�eld of naval mines 4” wide between
the two short table edges. Generated terrain
objects may be placed within the ⫋�eld.
Naval Landing:
Place a strip of coastline 4” deep across one of
the short table edges. Add 3 coastal batteries
to the defender’s forces.
The attacking player controls 1d6+2 landing
ships. They move at a rate of 4” per turn, are
unarmed and have a crew effectiveness of 4.
Raid :
Place a medium-sized (6x4”) landmass in one
corner of the table. Add a random shore target
and 2 coastal batteries under the defender’s
control.
The defender may add 2 gunboats to their
squadron.
6
Terrain:
Use the following tables to add additional
terrain to the battle⫋�eld. Roll 2d6 3 times on
each table.
Islands and Landmasses
2-3 Small Island Chain: Place a group of 3
small (1x2”-2x3”) islands at least 2”
apart on the table.
4-5 Large Island: Place a large island
(3x3”-4x6”) on the table, at least 6” from
any table edges.
6-7 Large Island Chain: Place 3 large islands
(3x3”-4x6”) on the table, at least 6” from
any table edges.
8-9 Short Coastline: Place a segment of
coastline (2x6”) in contact with at least
one table edge.
10-11 Long Coastline: Place a segment of
coastline (3x12”) in contact with two
table edges.
12 Peninsula: Place a segment of coastline
(3x12”) with a protruding 2x4” section in
contact with two table edges.
Nautical Hazards
While not impassable, the terrain features
listed may impede movement. Roll 3d6.
1-3 Reefs/Sand Bars/Shoals: Can be placed
adjacent to a landmass or out in the open
sea. A linear feature between 3-6” long.
Vessels contacting this feature stop
immediately. If the vessel is travelling
at Full Speed, it suffers 1 hit.
4-5 Mine⫋�eld: Can be placed 1” deep around
an existing landmass or coast, or as a
4x4” area. Acts as a naval mine⫋�eld.
6 Strong Currents: Can be placed adjacent
to a landmass or out in open sea. Place as
an area 4x12”. Indicate a direction for
the current.
Vessels moving in this area add an extra
2” to their maximum movement when
moving in the direction of the current.
-2” when moving against the current.
Vessels in this area may not turn.
Shore Targets
Use the following table to add man-made
structures to the battle⫋�eld. Roll 2d6 if
required by the scenario.
Shore Targets may be engaged by naval gun⫋�re
like a surface vessel or coastal battery. If hits
are scored, a structure point is removed. When
the target has lost all its structure points, it
is removed from play.
2-4 Small Settlement: Place a suitable marker
anywhere on a generated landmass. 4
Structure Points.
5-7 Large Settlement: Place a suitable marker
anywhere on a generated landmass. 8
Structure Points.
8-9 Commercial Port: Place a suitable marker
adjacent to the sea on a generated
landmass. 3 Structure Points.
10 Naval Dockyard: Place a suitable marker
adjacent to the sea on a generated
landmass. 6 Structure Points.
Protected by 2 Gunboats armed with 1
Light gun turret and 1 light torpedo
launcher apiece.
11 Military Installation: Place a suitable
marker anywhere on a generated landmass.
6 Structure Points.
12 Naval Fort: Place a suitable marker
adjacent to the sea on a generated
landmass. 12 Structure Points.
Protected by 2 3-gun heavy turrets which
behave like coastal gun emplacements.
7
Force Generation
Select Flagship:
First, roll 1d6 on this table to choose your
squadron commander’s vessel. The �agship
always has a Veteran Captain (8 Morale.)
1 Heavy Cruiser
2-3 Battlecruiser
4-5 Battleship
6 Dreadnought
Attending Squadron:
Use the following table to determine the other
vessels accompanying your �agship. Roll 3d6
two or three times. Up to half the generated
squadron can have Experienced Captains.
3-6 2x Destroyers
7-9 2x Light Cruisers
10-11 Light Cruiser
12-13 Heavy Cruiser
14-15 Battlecruiser
16-17 Battleship
18 Dreadnought
Attending Auxiliaries:
These ships may be attached from other
formations for logistical or tactical reasons.
Roll 2d6 for extra forces when playing larger
games.
One Auxiliary vessel may have an Experienced
Captain, the rest will be Green.
2-6 Destroyer
7-9 Submarine
10 3x Gunboats
11 Monitor
12 Fleet Tender
Once you have generated a squadron, use the
Ship Creation guidelines to create some
appropriate ships.
8
The Battle of Coronel
Scenario 1
Scenario Setup:
Place a landmass to represent the Chilean coast and the island of Santa Maria in one corner of the
table.
The Kaiserliche Marine vessels deploy within 12” the short table edge containing the Chilean
coast.
The Royal Navy vessels deploy within 12” of the opposite table edge.
Scenario Objectives:
Both sides must engage and destroy the other.
The Kaiserliche Marine’s East Asia Squadron
SMS Scharnhorst & Gneisenau (Heavy Cruisers)
6” movement, 3 crew effectiveness, Veteran (7) captain.
Armoured. (3d6 for damage, pick lowest)
Centralized Fire Director. (Hit on 5/6’s)
Armaments:
- 2 turrets (1 fore, 1 aft) with 2 medium guns per turret. (2d6/24”)
- 4 casemates (2 port, 2 starboard) with 1 medium gun per casemate. (1d6/24”)
- 6 casemates (3 port, 3 starboard) with 1 light gun per casemate. (1d6/18”)
- Cruiser secondary batteries. (1d6/12”)
- 4 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
SMS Dresden (Light Cruiser)
6” movement, 3 crew effectiveness, Experienced (6) captain.
Optical Sights. (Hit on 6’s)
Armaments:
- 4 turrets (2 fore, 2 aft) with 1 light gun per turret. (1d6/18”)
- 6 casemates (3 port, 3 starboard) with 1 light gun per casemate. (1d6/18”)
- Cruiser secondary batteries. (1d6/12”)
- 2 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
SMS Nurnberg (Light Cruiser)
6” movement. 3 crew effectiveness, Experienced (6) captain.
Optical Sights. (Hit on 6’s)
Armaments:
- 10 casemates (2 fore, 2 aft, 4 port and 4 starboard) with 1 light gun per casemate. (1d6/18”)
- 2 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
SMS Leipzig (Light Cruiser)
6” movement. 3 crew effectiveness, Experienced (6) captain.
Optical Sights. (Hit on 6’s)
Armaments:
- 10 casemates (2 fore, 2 aft, 4 port and 4 starboard) with 1 light gun per casemate. (1d6/18”)
- 2 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
9
The Royal Navy’s West Indies Squadron
HMS Good Hope (Heavy Cruiser)
6” movement, 3 crew effectiveness, Experienced (6) captain.
Armoured. (3d6 for damage, pick lowest)
Optical Sights. (Hit on 6’s)
Armaments:
- 2 turrets (1 fore, 1 aft) with 1 medium gun per turret. (1d6/24”)
- 8 casemates (4 port, 4 starboard) with 1 light gun per casemate. (1d6/18”)
- Cruiser secondary batteries. (1d6/12”)
- 2 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
HMS Monmouth (Heavy Cruiser)
6” movement, 3 crew effectiveness, Experienced (6) captain.
Armoured. (3d6 for damage, pick lowest)
Optical Sights. (Hit on 6’s)
Armaments:
- 2 turrets (1 fore, 1 aft) with 2 light guns per turret. (2d6/18”)
- 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”)
- 8 casemates (4 fore, 4 aft) with 1 light gun per casemate. (1d6/18”)
- Cruiser secondary batteries. (1d6/12”)
- 2 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
HMS Glasgow (Light Cruiser)
6” movement, 3 crew effectiveness, Green (5) captain.
Optical Sights. (Hit on 6’s)
Armaments:
- 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”)
- 10 casemates (5 fore, 5 aft) with 1 light gun per casemate. (1d6/18”)
- 2 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
HMS Otranto (Converted Liner)
6” movement, 3 crew effectiveness, Green (5) captain.
Optical Sights. (Hit on 6’s)
Armaments:
- 8 turrets (2 fore, 2 aft, 2 port and 2 starboard) with 1 light gun per turret. (1d6/18”)
10
The Action of 8th January 1916
Scenario 2
Scenario Setup:
Deploy a landmass along three quarters of either short table edge to represent the Turkish coast at
Zonguldak.
Ottoman Navy ships deploy within 6” of the centre of either long table edge.
Imperial Russian Navy ships deploy within 6” of the table edge of the short table edge opposite to
the Turkish coastline. Vessels of the Imperial Russian Navy begin the battle at Full Speed.
Objectives:
The Ottoman Navy ships must escape via the channel on the table edge containing the Turkish
coastline.
The ships of the Imperial Russian Navy must sink the Ottoman Navy ships before they escape.
The Ottoman Navy
Yavus Sultan Selim (Battlecruiser)
8” Movement, 4 Crew Effectiveness, Veteran Captain (8 Morale)
Armoured. (3d6 for damage, pick lowest)
Optical Sights. (Hit on 6’s)
Armaments:
- 5 turrets (1 fore, 2 aft, 1 port, 1 starboard) with 2 heavy guns per turret. (2d6/30”)
- 12 casemates (6 port, 6 starboard) with 1 light gun per casemate. (1d6/18”)
- Battlecruiser secondary gun batteries. (2d6/18”)
- 4 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
The Imperial Russian Navy
Imperatritsa Ekaterina Velikaya (Dreadnought)
8” movement, 6 Crew Effectiveness, Veteran Captain (8 Morale)
Armoured. (3d6 for damage, pick lowest)
Optical Sights. (Hit on 6’s)
Armaments:
- 4 turrets (1 fore, 1 aft, 2 centreline) with 3 super-heavy guns per turret. (3d6/36”)
- Dreadnought secondary gun batteries (3d6/18”)
- 4 forward-mounted submerged torpedo tubes, ⫋�ring light torpedos.
Novik (Destroyer)
6” movement, 2 Crew Effectiveness, Experienced Captain (7 Morale)
Optical Sights. (Hits on 6’s)
Armaments:
- 4 turrets (1 fore , 1 aft, 2 centreline) with 1 light gun per turret. (1d6/18”)
- 4 torpedo tubes (4 centreline) ⫋�ring light torpedos.
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The Action off Lerwick
Scenario 3
Scenario Setup:
The Royal Navy ships and independant merchantmen deploy within 12” of a short table edge.
The ships of the Kaiserliche Marine deploy along either long table edge, at least 24” away from the
Royal Navy contingent.
Objectives:
The Royal Navy ships must ensure that at least two thirds of the merchantmen escape by reaching
the opposite short table edge.
The Kaiserliche Marine must destroy the Royal Navy escort and at least two thirds of the
merchantmen.
The Royal Navy’s 12th Destroyer Flotilla
HMS Mary Rose & HMS Strongbow (Destroyers)
6” movement, 2 Crew Effectiveness, Experienced Captains (7 Morale)
Optical Sights. (Hits on 6’s)
Armaments:
- 3 turrets (1 fore, 1 aft and 1 centreline) with 1 light gun per turret. (1d6/18”)
- 4 torpedo tubes (2 fore, 2 aft) ⫋�ring light torpedos.
- Anti-aircraft battery.
HMS Elise and the P. Fallon (Gunboats)
4” movement, 2 Crew Effectiveness, Inexperienced Captains (6 Morale)
Optical Sights. (Hits on 6’s)
Armaments:
- 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”)
12 Scandinavian, British and Belgian Merchantmen (Steamers)
6” movement, 3 Crew Effectiveness, Inexperienced Captains (6 Morale.)
The Kaiserliche Marine
SMS Brummer & SMS Bremse (Light Cruisers)
6” movement, 3 Crew Effectiveness, Experienced Captains (7 Morale)
Optical Sights. (Hits on 6’s)
Armaments:
- 4 turrets (2 fore, 2 aft) with 1 light gun per turret. (1d6/18”)
- 2 torpedo tubes (2 aft) ⫋�ring light torpedos.
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