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FEAR NAUGHT Inter-War Naval Wargaming Written by Tom Mecredy

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Page 1: FEAR NAUGHT - i.4pcdn.org

 

 

FEAR NAUGHT 

Inter-War Naval Wargaming  

 

Written by Tom Mecredy 

 

 

 

 

 

 

 

 

 

 

 

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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 

  

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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 

  

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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 

  

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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 

  

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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 

  

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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.  

 

 

 

 

 

 

 

 

 

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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 

  

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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 

  

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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.  

 

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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”) 

 

 

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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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