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Page 1 Quickfire Rules

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GAME SCALES
Small Scale Large Scale
Feature Metric Imperial Metric Imperial
Measure Unit Millimeter Inch Millimeter Inch
One nautical
mile
330 13 660 26
Point Blank
Range
0 - 100 0 - 4 0 - 200 0 - 8
Short Range 100 - 600 4 - 24 200 - 1200 8 - 48
Long Range 600 - 1200 24 - 48
1200 -
2400
48 - 96
Torpedo Range 25 - 100 1 - 4 50 - 200 2 - 8
1 turn Several Minutes
DEFINITIONS
1D6 One six-sided die
2D6 Two six-sided dice
3D6 Three six-sided dice
ROF Rate of Fire
LOS Line of Sight

QUICKFIRE
PRE-DREADNOUGHT ERA FAST-PLAY RULES
1.0 INTRODUCTION
These rules have been designed for fast play of pre-
dreadnought era naval wargames with a minimum of playing
aids or charts. The combat chart itself is only one page, and
the log for tracking ship condition has six vessels per sheet.
There is an emphasis on gunnery and damage tracking, with
many other factors either minimized or left out altogether. For
example there are no command rules in the game, players
simply move their ships. In this respect the game is for a much
more casual environment, yet the core combat results
especially for gun fire are realistic enough to give
satisfaction (See Ranges below).
1.1 Game Scales
Quickfire can be played using any scale of gaming miniatures.
Each turn's movement is calibrated to a fairly low rate of speed, which helps players make best use of more confined playing
areas. The Game Scales table above right shows the basic ranges and measures for both metric and imperial measurement
for two general playing scales; small and large. The small scale is intended for use with smaller models such as 1/3000 or
1/2400, and the large scale is for bigger models such as 1/1800 or 1/1500 - however players may use either game scale for
any sized miniature so long as the game results are satisfactory. Feel free to experiment. Each of the three gunnery ranges
shown: long, short and point blank, have particular characteristics which reflect the conditions at the respective distances.
1.2 Miniature Ship Models
Game play requires the use of miniature ship models, many of which are available at the WTJ Store. The WTJ Naval
miniatures offer a variety of pre-dreadnought era ships, ranging from the big battleships necessary for the core of your fleet to
gunboats and destroyers needed for supporting roles. Also available are minelayers, maintenance ships and other auxiliary
vessels to help add realism to the game. All of these miniatures are in a range of scales, including 1/1500, 1/1800, 1/2400 and
1/3000 scale.
Miniatures and Bases - Small scale vessels should be mounted on bases
for ease of handling. For 1/3000 scale miniature bases a standard size
range of " x 2" (20mm x 50mm) for most capital ships should work well.
The lengths may be adjusted upward or downward for other ships sizes.
For example the Russian battleship Peresviet and most newer Japanese
battleships may look best on 55mm long bases.
For purposes of game play, the term vessel, model or ship does not usually
apply to any base upon which that model might be mounted. For movement purposes it doesn't matter, so long as players
measure their movement for the turn from the same position on the ship or its base. For purposes of gunnery and torpedo fire,
players will usually refer only to the model and its immediate boundaries and not the edges of the base. Unless otherwise
stated, always measure from the forward funnel on the spotting vessel to the forward funnel of the target vessel when
checking the distance between two ships.
1.3 Equipment
Naval wargames are a bit more technically demanding than some other forms of miniature wargaming and require a few extra
tools. The standard gaming equipment of tape measures, six sided dice and pencils are definitely required. Players will also
want to download the Quickfire Combat Chart and Ship Log, both of which are available on the Quickfire home page.
Combat Chart The combat chart is made up of tables which allow players to assign damage to ships during a battle. Any
tables used for resolving combat are described in greater detail below. Some other tables that are used for reference are not
described here.
Ship Log The sheet used to track the condition of
vessels during a battle is called the ship log. Each ship
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TURN SEQUENCE
1) Movement
Players simultaneously move their ships.
2) First Gunnery
Declare gunnery targets
Roll for hits and record damage.
3) Second Gunnery
Declare gunnery and torpedo targets
Roll for gunnery hits and record damage
Roll for torpedo hits and record damage.
4) Repair
Roll for all fires
Attempt repairs
Roll for sinking.
Turn Angles
45 90
45 45
90 0
90 0
log sheet has logs for six ships, with each log showing the vessel's name, size, gunnery rating, armor rating, torpedo rating,
ROF rating, speed and number of repair points. It also has an extra box for entering blast hit effects if they should occur. At
right is a sample figure of a ship log's data boxes and how they might appear during a battle. Note the following details about
the log:
The ROF box initially contained only the ship's "5 - 6" ratings. The ship has received two G hits which lowered the heavy ROF
rating by two points. The ship has also fired its guns, as evidenced by the crossing out of the "Auto Shot" box. The ship has
also suffered one S hit which affected the Speed, and it has suffered two blast hits which started two fires, one of which has
gone out. At some point the ship used one repair point to make a repair die roll, and it then used another two repair points,
bringing it's available total down to four from an original total of seven. None of the repair rolls appear to have succeeded, as
evidenced by the lack of any upward adjustments for ROF or Speed.
This figure does not include the extreme left column of the ship log
which contains the basic text data noted above: Vessel name, size,
gunnery rating, armor rating and torpedo rating. These are filled in
before the game starts and remain unchanged during the battle.
1.4 Turn Sequence
Once all players have filled out their ship logs and laid their fleets out,
game play is ready to begin. The game follows a turn sequence which
is repeated until both sides agree to stop the game, one side admits
defeat and runs away or if all of a player's ships are sunk.
1 Movement Both sides move their ships. All movement is
conducted simultaneously, and players must avoid watching
other players move first before then moving their own vessels. An
alternative is to roll dice, with the high roller deciding who moves first. This may be done once at the start of the
game or at the start of each turn.
2 Gunnery Both sides declare targets and resolve gunnery. The same side should always resolve gunnery first
in order to speed game play. All damage within this phase is consider simultaneous, so the order in which damage
is resolved does not confer any advantage. Damage inflicted during this gunnery phase becomes effective at the
end of the phase and before the start of phase three. This means that any losses suffered during the first
gunnery phase reduces effectiveness of fire for the second gunnery and torpedo phase (Phase 3).
3 Gunnery and Torpedo Fire Both sides declare targets and resolve gunnery and torpedo fire. The same side
should always fire first in order to speed game play (all damage within this phase is also considered simultaneous)
. Note that torpedo fire may only occur in the second of a turn's two firing phases. Also note that any damage which
occurred in the previous phase two: gunnery directly effects weapons availability in this phase.
4 Repair and Sinking All ships with fires burning on board must roll for automatic fire effects on the Damage
table. Players may then attempt repairs to their vessels. Once all fire effects and repairs are resolved, any vessels
with zero speed must roll for sinking.
2.0 MOVEMENT
The maximum distance a ship may move each turn is limited by the number shown in the topmost undamaged speed box on
that vessel's ship log (Crossed out speed boxes do not count toward available speed). A ship may move less than the
maximum available, and it may change its speed (distance moved) depending on the amount it moved on the previous turn.
The distance moved should be measured from the front edge of the ship using a tape measure or scale, marking out the
distance in inches or millimeters depending on the scale being used.
2.1 Turning
In Quickfire, a ship turns by pivoting on its centerpoint and then moving in the new
direction. The maximum angle a ship may pivot during any one turn corresponds to the
speed box that the vessel is currently using. See the figure at right, which duplicates the
layout of a typical ship's speed table, with maximum turn angles replacing the various
levels of speed to which they apply. A ship may only turn once during each movement
phase, and turning ships do not pay any movement penalties.
Example: The British battleship HMS Hannibal has an original maximum speed of 60mm. Using the first speed
box (top-left on ship log showing 60mm), she can turn a maximum of 45during any one movement. If she uses
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Game Hint
When a ship misses its target,
place a splash marker near the
vessel that was being fired upon
as a sign that firing against it has
been resolved. Splash markers
add a realistic and interesting
effect to the battle, as do smoke
markers for burning vessels.
her fourth speed box (38mm) she would be able to turn 90during any one movement. If for some reason her
speed for the turn is using her eighth speed box (bottom-right on ship log showing 8mm) her maximum turn would
be 0, meaning that she couldn't turn at all.
2.2 Changing Speed
During each movement phase, vessels may change their previous speed by the equivalent of two boxes worth of movement.
The Actual Speed is the amount of movement used by any one vessel on its previous turn. This contrasts with maximum
Available Speed, which is the highest general speed available to that vessel according to its current highest speed rating.
3.0 GUNNERY
Gunfire is conducted by rolling one black and two white Firing Dice (three dice total) and consulting the Gunfire & Hits tables
in the combat chart. The black die is always considered the ROF die, and white dice are always considered the Gunnery dice.
Actual dice used do not have to be these colors, but for sake of rules clarity the ROF and Gunnery dice are always referred to
as the black and white dice respectively. To conduct gunnery, follow the steps below:
1) Take note of the firing ship's ROF rating, it is the number needed on the black ROF die.
2) Declare the firing ship's target and the gunnery rating (heavy or light) to be used against it.
3) Compare the firing ship's gunnery rating to the target's corresponding armor rating and establish the
percentage difference between the two.
4) Roll all three firing dice and establish whether: a) the ROF die let the ship fire and; b) the Gunnery dice resulted
in a G or S hit.
5) Record resulting hit (if any) in the ship's log and total the values of all three dice to see if any Blast Damage
occurred.
6) If any blast damage did occur, record it in the Blast Hits box in the ship's log and/or resolve the damage in the
Damage table.
Ranges All gunnery takes place within one of three range categories: Long, Short and Point Blank. Long and short range
are subject to the same gunnery rules regarding rate of fire (ROF), gunnery ratings, etc. The main difference between the two
is that short range has a more effective blast damage profile. Point blank range functions in the same manner as short range
except that it allows ships to use heavy and light gunnery simultaneously, and at two different targets. See the Game Scales
table above for specific ranges listed by measuring system and use standard distance measuring for naval gaming (forward
funnel to forward funnel).
ROF Rating Every vessel has Rate of Fire ratings (called ROF ratings) which reflect the ship's overall volume of fire
relative to other ships on the field. This volume of fire is affected by the number of guns, their size and their loading systems.
Each ship has two ROF ratings: one relating to its heavy gunnery rating and one relating to its light gunnery rating (see
Gunnery Ratings belows). During the gun fire phase, a ship must roll a number on the ROF die equal to or less than its current
ROF rating for that gunnery type. If the number is greater than the current ROF rating for that ship, it has failed to "put enough
lead in the air" that turn and is considered not to have fired. This is not to say the ship did not fire at all, just that it did not fire
enough to warrant calculating. Ships with numerous quickfiring guns begin the game with very high ROF values. Ships with
fewer numbers of slow loading guns will tend to begin the game with much lower ROF ratings.
Quickfire Effect Ships with light ROF ratings of 6 may combine their gunnery points against targets within short
or point-blank range. The combined points are set against the individual light-fire armor value of the target ship in
order to achieve higher die roll odds on the gunnery table. Ships with modified light ROF ratings of 5 or lower may
not combine their fire into such quickfire attacks. Making such an attack does not affect a vessel's ability to make
individual point blank range heavy fire attacks in addition to the combined light fire attack. A ship may not
participate in a quickfire attack and also conduct a separate light fire attack during the same phase.
Gunnery Rating Most vessels have two gunnery ratings; one for the heavy fire of its
main guns and heavy secondaries, and another for the light fire of all guns less than
10" (25cm). At long and short ranges, a ship may only use one of its fire ratings during
any one fire phase, and that rating must be compared against the corresponding armor
rating of the target ship. Heavy gunnery ratings are always compared to a target's heavy
armor rating and light fire ratings are always compared to a target ship's light armor
rating. Heavy fire is not allowed against size one or two (1 or 2) vessels moving one or
more inches (25mm+). At point blank range, a ship may use both of its fire ratings
simultaneously at up to two different targets during both fire phases. During point blank
fire, other normal gunnery rules apply including matching of ratings (heavy versus
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heavy, light versus light), etc.
Gunnery ratings are never modified, and the two white gunnery dice always inflict very specific damage. Even-numbered
gunnery dice results always inflict G hits and odd-numbered gunnery dice results always inflict S hits. As with ROF dice,
gunnery dice results must always be equal to or less than the Die Roll numbers shown in the corresponding Gun/Armor
column.
Blast Caps Each heavy fire rating may have a small Blast Cap value shown next to it in the ship values list. If
present, this small number places a cap on a ship's ability to score damage on the Blast Damage table by limiting
the die numbers which can be used to score these extra hits. See the Blast Damage section below for more about
Blast Caps.
Gunnery Table To use the gunnery table, compare the appropriate gunnery rating against the corresponding armor rating
for the target ship. Take the resulting percentage Gun/Armor difference and match it to the column in the combat chart's
Gunnery table which matches that value. Note that the columns are for percentages which are equal to or greater than the
gun/armor differentials. If a gun/armor differential is 98%, that counts as being in the 50% column.
The die roll value shown in each column is the highest total a ship can roll on the two gunnery dice to score a hit. If the sum of
the two white dice is greater than that value, no hits were scored. If thesum of the two white dice is equal to or less than the
number shown, a G or S hit is scored. Even-numbered gunnery dice results always inflict G hits and odd-numbered gunnery
dice results always inflict S hits.
Blast Damage Table To use the blast damage table, total all three fire dice results and compare them to the appropriate
short range or long range line at left. If the value matches a number indicating a damage hit, apply that hit to the ship's log or
resolve it via additional die rolls as required. Note that damage type is affected by target range, and that heavy fire die roll
totals may be affected by any limits imposed by blast caps called for in the ship value. Blast damage may only occur in
conjunction with gunnery damage. If no G or S hit is scored, no blast damage occurs.
Blast caps are limits placed on heavy fire effectiveness due to lower than normal presence of heavy secondary weapons
which help cause the types of damage found in the blast damage table. Blast caps only limit the effectiveness of blast damage
and do not affect other gunnery results. A blast cap value limits the numbers allowed for use in the blast damage table to a
maximum shown next to that vessel's heavy fire rating. For example, if a vessel has a heavy fire rating of 4, it has no blast
cap. If a vessel has a heavy fire rating of 9, it has a blast cap of 2. This means that each of the three fire dice results must be
a two or less in order for the example vessel to score blast damage. A blast cap value of one (X) is most limiting. It restricts a
ship to scoring blast damage hits on a "perfect" score of three on three dice (all ones). A blast cap value of three is most
forgiving in that it allows the three fire dice to be ones, twos or threes while still scoring blast damage.
Gunnery Examples Refer to the following examples for outlines of the gunnery process. Fire dice results are always
called out in the order "Black, White, White." So for example, and fire die result of 4,1,6 would be a black die roll of "4" and
white die rolls or "1" and "6."
Example #1: The Japanese battleship Mikasa is conducting long range heavy fire at the Russian battleship
Borodino. The Mikasa player's fire die roll is 2,5,5. The black die roll of "2" means that the Mikasa did fire this turn
because its heavy ROF rating is a 5. The Mikasa's heavy gunnery rating is a 10 and the Borodino's heavy armor
rating is a 7. This means that the Mikasa is using the 100% Gun/Armor column, which requires a white die total of
7 or less. Mikasa misses the Borodino. Had the Mikasa rolled a 4,1,3, she still would have fired for the turn, and
with a white die total of 4, she would have scored a "G" hit on the Borodino. Had Mikasa rolled a 6,2,1, she would
have rolled a white dice total that might have allowed an "S" hit, but unfortunately her black die roll of "6" would
mean that she failed to fire. As a result, no "S" hit would be scored even though the white dice gave that result.
The black die roll must indicate that gunfire occurred in order for the white die roll totals to count toward damage.
Otherwise they count for nothing.
3.1 Targets
A vessel may only fire at one target
during each gunnery phase using
each of its weapon types (guns and/
or torpedoes). Hence a ship may fire
guns at one target and torpedoes at
another, but it may not fire guns at
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Above: Russian battle line under fire - 1/1500 scale ships.
two different targets during the same
gunnery phase. A ship may fire at
targets different than those it fired
upon in any previous gunnery
phases, including gunnery phases
during the same turn (IE - a ship may
fire on two different targets on two
consecutive gunnery phases). Each
gunnery and torpedo target must be
declared before any firing is
resolved. Chits may be used to
assign targets.
Line of Sight Vessels may only
fire upon targets which are within
their direct line-of-sight. Line-of-sight
is drawn from the forward
smokestack of a firing vessel to the
forward smokestack of a target
vessel. The potential target may not be fired upon if line-of-sight is blocked in any way by other vessels or land.
Arcs-of-Fire Most ships concentrate their greatest firepower in a 120arc centered on each broadside. Within this arc,
ships fire using their full ROF rating. In the remaining 60arcs to the front and rear (fore and aft) of a ship, all ROF ratings are
halved. In some special circumstances a ship's weapon performance may not match this average rule. In such cases, like
those of citadel type vessels, the ship values section will note the differences and how they should be treated for game play.
The main Quickfire page includes a sheet of simple firing arcs to help players establish valid arcs of fire.
Friendly Fire A ship may not fire on an enemy vessel if any part of a friendly vessel is both on the other side of the
prospective target and in the line of fire. Set-up line of fire using standard distance measurement (forward funnel of firing
vessel to forward funnel of target vessel).
3.2 Torpedoes
During the second fire phase, a ship which is within torpedo range of any enemy ships may roll to see if it launches any
torpedoes. As with gunnery, all torpedo targets must be declared before die rolling begins. Unlike gunnery, torpedoes have a
minimum range within which they may not be used and any vessels within that minimum distance do not check for torpedo
fire. Each vessel may check for torpedo fire against either one or two target ships, with the following limitations in cases where
two target ships are involved: (a) If checking for fire against two ships within the same firing arc (both targets to starboard,
etc.) the ship must split its torpedo rating amongst the two targets. IE - A vessel with a torpedo rating of 3 could check as a 2
against one target and as a 1 against another. (b) If checking for fire against two targets located in different firing arcs, the
ship may use its full torpedo rating against each of the two targets.
Note that a ship's torpedo rating may be modified during a game as the vessel suffers damage. Ships may attempt to check
for torpedo fire once each turn until they score a hit against any one target. At that time their torpedo rating is crossed out and
they are considered "out" of torpedoes for the rest of the battle. Torpedoes use the same arcs-of-fire as guns although unlike
gunnery ratings, torpedo ratings apply equally within each fire arc.
To check for torpedo fire, roll three six sided dice (3D6) and consult the Torpedoes table on the combat chart. Cross index the
target vessel's movement type with the current torpedo rating of the firing vessel to arrive at the torpedo hit number. In order
to result in a hit, the dice total must be equal to or less than the hit number shown in the table's center field. If the total falls
within the hit range, roll one more six sided die (1D6). The result is the number of S hits suffered by the target ship. Die roll
totals outside the hit range cause no damage. A ship is considered moving if it used two or more speed boxes during the
current game turn. Ships which used one or fewer speed boxes are considered immobile (static) for purposes of torpedo fire.
4.0 DAMAGE
As a ship suffers damage during the game, players will mark it on the ship log according to the type of damage inflicted. It is
usually best to mark damage as a single slash until after both sides have fired, then fully cross out existing slash marks to
show full loss. In cases where boxes such as speed boxes are marked off, this method works especially well. In cases
where damage is the result of Blast Damage, players may not mark off a box, they may instead need to mark the blast
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damage code in the Blast Hits box on the ship log. This will happen with such damage codes as F (fire) and D (direction hit). It
will usually be obvious which is necessary: Adding a code or simply crossing something out.
4.1 Damage Types
Several of the Quickfire combat chart tables contain abbreviations of damage which may be inflicted on participating vessels.
Each of these damage codes triggers a very specific damage type. The glossary below offers definitions of all damage codes.
Immediately following are guidelines for recording the various damage types. If a certain type of damage is called for on a
vessel and there is no feature of that type on board, then the hit is counted as no effect unless otherwise called for by the
nature of the hit in question.
Damage Code Glossary
B Blast Go to the Blast line of the Damage table and roll 2D6. Apply resulting damage hits to the
vessel. Results may require further die rolls, in case of D hit, etc.
D Direction May cause ship to move uncontrollably on the following turn. When a D hit occurs, roll
another 1D6 and note the results below in the vessel's Blast Damage box:
1 = 135Left
2 = 90Left
3 = 45Left
4 = 45Right
5 = 90Right
6 = 135Right
Direction damage can be repaired during the Repair phase of the game by rolling a two
through seven on two six-sided repair dice.
E Explosion Go to the Explosion line of the Damage table and roll 2D6. Apply resulting damage hits to
the vessel. G hits caused by explosions are removed as equally as possible from the
heavy and light ROF columns.
F Fire Mark an "F" in the Blast Hits box of that vessel's ship log. Each turn that a fire burns, the
player must roll on the Damage table to see if it has burned out (out) , caused a blast or an
explosion (B or E) or continues burning (n/e).
fix Damage
Repaired
The S or G hit in question is repaired. Erase the damage from the log and reapply the
previously lost ROF or Speed rating.
G Gun Hit Mark off one ROF rating point from the ROF box on the vessel's ship log according to the
follow rules:
Each G hit caused by heavy fire reduces the target vessel's heavy ROF rating by one
point. If the target vessel's heavy ROF rating is at "0," a light ROF hit is inflicted instead. If
all ROF points are at "0," a T hit will be inflicted instead. If the Torpedo Rating (TR) is also
at "0," an R hit is inflicted instead. If the Repair point level is at "0," an F hit is inflicted
instead. The outline of this procession is: HROF>LROF>T>R>F.
Each G hit caused by light fire reduces the target vessel's light ROF rating by one point. If
the target vessel's light ROF rating is at "0," a T hit is inflicted instead. If the Torpedo
Rating (TR) is at "0," an R hit is inflicted instead. If the Repair point level is at "0," an F hit
is inflicted instead. The outline of this procession is: LROF>T>R>F.
out Fire
Extinguished
The fire in question has either burned itself out or been extinguished. Note that players
may not specifically attempt to extinguish a fire using their repair die rolls.
R Repair Hit Mark off one repair dice point from the Repair Dice box on the vessel's ship log. If no
repair dice points remain, this hit becomes an F hit.
Note that unspent repair dice function as fire fighters. By their very existence they prevent
fires which would otherwise happen in their absence due to the R hits ability to become an
F hit.
S Speed Hit Cross out one speed box in the ship's log. Speed hits may be repaired on a repair roll
result of 8 - 11 using 2D6. See the Damage Repair section below.
T Torpedo Subtract one point from the vessel's torpedo rating. Torpedo damage hits cannot be
repaired.
4.2 Damage Repair
Each repair roll is conducted using two six sided dice (2D6). Repair rolls are not reusable and once a vessel's supply is
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exhausted it has no further repair ability. Players may use as many of their repair die rolls as they wish on any one turn and
against any damage they wish, so long as the rolls apply to allowable repair tasks shown on the Damage table. Damage
repair points do act as buffers against extra fire hits, and players are advised to keep one in reserve if possible.
4.3 Sinking
Any vessel whose speed is reduced to zero is considered in danger of sinking. At the end of each turn, roll two six sided dice
(2D6) for each immobilized vessel, applying all pertinent modifiers to the die roll. If the modified result is equal to or less than
the value shown in the Die Roll column for a vessel of corresponding size, the vessel in question has sunk and is removed
from play.
Example: The French cruiser Dupuy de Lome has nine speed hits. This means that all of her speed boxes are
marked off, and there is an extra "S" written in the margin next to her speed boxes. She also has one fire burning
on board. Because her size is a 7, she will sink on any turn that a 2 through 4 is rolled on the dice. If the fire goes
out, the sink roll is reduced to a 2 or 3. If there is an explosion on board (ships with zero movement continue
tracking on-board events) which causes a fire and two more S hits, the sink roll will increase to a 2 through 7.
End of Turn Once all damage and sinking tests are completed, the turn in complete. If the game is to continue, players
now begin a new turn by conducting a new movement phase.

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