Beruflich Dokumente
Kultur Dokumente
Written by Ed Teixeira
WARRING FLEETS
Rate 4 - Medium warships referred characteristics are allowed as per the Navy
to as warships, gunships, or tridecks. Lists.
Rate 6 - Large, slow warships
referred to as battleships, long boats, and ENGINES AND ARTILLERY
quindecks. Some ships mount engines or
artillery pieces for long range combat.
COMBAT VALUE Engines include ballistae, catapults, and
"Combat Value" represents a other non-gunpowder projectile hurlers.
combination of training, experience, Artillery pieces are simple gunpowder
morale, and motivation and is a numerical cannon or mortars. Both engines and
expression of the crew's overall fighting artillery are relatively crude compared to
quality. There are four possible Combat later time periods, but both can be
Values. devastating.
Engines have a range of 12". Roll
CV6 - These are troops of rare and 2D6 for a target in range. If the dice score
exceptional quality. Elite crews. is equal or higher than the range the target
will take a -1 to its Morale.
CV5 - These are hard-bitten veterans who Artillery has a range of 12". Roll 2D6 for
have seen long and successful service. a target in range. If the dice score is equal
CV4 - These are average sailors of some or higher than the range the target will take
experience. These comprise the bulk of a -1 to its Morale. In addition to a Morale
most navies. drop there is a possibility of a reduction in
CV3 - These are poor quality crewmen with the current Rate of the target. Consult the
little motivation or desire for combat. Often following.
slaves or levies. • Target of Rate 1 will receive a Rate
reduction at range of 10" or less.
MORALE • Target of Rate 2 will receive a Rate
Each ship's Morale is equal to their reduction at range of 9" or less.
Rate plus their current CV. This will often • Target of Rate 3 will receive a Rate
go down during the battle, never up. reduction at range of 8" or less.
• Target of Rate 4 will receive a Rate
ARMOR CLASS reduction at range of 7" or less.
Each crew has an overall armor • Target of Rate 5 will receive a Rate
class. This comes into account when reduction at range of 6" or less.
defending from missile and melee attacks. • Target of Rate 6 will receive a Rate
There are two armor classes or ACs. reduction at range of 5" or less.
AC2 - Unarmored or lightly armored. CORVUS
This device is used to form a "semi-
AC4 - Armored. permanent" grapple between two ships.
The Corvus is a large ramp with a spike at
SPECIAL WEAPONS OR the end that is dropped onto the target ship
CHARACTERISTICS and used as a gang plank for boarders.
Now that you have established the Once dropped, the ships may not
basic characteristics of your ships and their disengage until one side controls BOTH
crews, it’s time to add “Special Weapons / ships. Ships using a Corvus will count a +2
Characteristics” to those ships which to their Grappling roll.
should have them. These weapons and
© 2002 Ed Teixeira 3
WARRING FLEETS
does not have to spend all his points. The away or on a roll of 6 on 1D6. This
following pieces of terrain are available, represents a change in tide and occurs
listed by point cost. during the disengage portion of a turn.
deploy six ships and your opponent so after melee. Roll 1D6 and add to the
deploys three. If the ratio is less than 2:1 ship's current Morale. Higher total decides
you each deploy three ships at a time. if disengage is allowed. If not, ships remain
The first ship deployed by each in place. Boarders always return when
player must be his CinC. The defender disengage. Disengage as if Back water.
then places his first group and then the 7 - Turns. Up to 45 degrees and at
attacker his first group. Players alternate beginning of any phase. Ship swings rear
this way until all ships are deployed. out then moves. Note that the ship isn't
The following restrictions apply to really swinging its rear out so there isn't a
initial deployment chance to contact.
1. All ships must be placed between 3” and • Ships are allowed to make either one or
12” from their respective baselines. two turns per move.
2. No ship may be placed less than 12” • Rate 4 and Rate 6 ships are allowed to
from either sideline. turn only once per turn.
• Rate 2 ships are allowed to turn twice
TURN SEQUENCE per turn.
1 - Movement by phases. • No ships are allowed to turn in two
2 - Carry out Rams and Grappling. consecutive phases.
4 - Carry out artillery and engine
fires after all movement phases are ACTIVATION
completed. You may “activate” as many ships
5 - Carry out missile fire. as you have War Rating points each turn.
6 - Carry out melees. Ships must be activated to begin moving
7 - Attempt to disengage. only. Ships must continue moving until
Reaction Checks are taken forced to stop.
immediately when required.
SHIPS FORCED TO STOP
ACTIONS Ships are stopped by any of the
Ships may perform the following following conditions:
actions. 1. As the result of a Reaction Test.
1 - Move. Ships may move up to 4" 2. Coming within 1” of other friendly ships
in each phase allowed. May increase or blocking their way.
decrease speed by 1" per phase. 3. Running aground.
2 - Attempt to Close. Ship will 4. When grappled.
attempt to contact enemy target either to Once stopped, a ship must be
Ram or Grapple. reactivated to resume movement.
3 - Full stop. Ships attempt to come
to a complete stop. This is accomplished MOVEMENT PHASES
by reducing movement to 0" in any phase. There are 4 movement phases.
4 - About face. This is allowed only Ships move by Rate and as follows.
when a ship has completed a Full Stop. PHASE 1 = Rate 2 and 4
The ship may swing in either direction up PHASE 2 = Rate 2, 4, and 6
to 180 degrees. PHASE 3 = Rate 2
5 - Back water. Ship must have PHASE 4 = Rate 2, 4, and 6
completed a full stop. May move directly
backward, still facing forward at 1/4 speed. CLOSING
Distances are always rounded down. Ships moving to within 1" of each
6 - Disengage. Ships that wish to other may attempt to Ram or Grapple.
disengage from melee may attempt to do
6 © 2002 Ed Teixeira
WARRING FLEETS
8 © 2002 Ed Teixeira
WARRING FLEETS
ships. If fired upon and hit or contacted by games will retain the element of surprise
enemy vessel, they will "Strike". not found in other rules. Except, of course,
in Warrior Kings and Warrior Heroes!
STRIKE
Any ship that scores a result of Fleet Type “A”
"Strike" will immediately surrender. If an Die Roll Tactic
enemy vessel does not board them within 1 Penetrate Center
two turns, they will instead, "Break Off" as 2 Penetrate Center
outlined above. 3 Penetrate Center
Ships that have "Struck" and are 4 Penetrate Center
contacted are assumed to have a skeleton 5 Encircle Flank
crew on them and will immediately raise 6 Encircle Flank
sail and exit the board as a prize.
Fleet Type “B”
RECOVERING LOSSES
After a battle all ships are recovered Die Roll Tactic
in the shape they are in. No repairs or 1 Double Envelopment
replacements are allowed until the 2 Double Envelopment
following Spring when players will have the 3 Double Envelopment
option to retain their ships or recruit new 4 Penetrate Center
ones. 5 Encircle Flank
After every battle roll 1D6. On a roll 6 Encircle Flank
of "6" there has been a storm and players
must roll a Reaction Check for each ship. Fleet Type “C”
Any scoring a "Break Off" result, will
instead sink. Die Roll Tactic
1 Penetrate Center
SOLO OR SAME SIDE GAMING 2 Static Defense
Warring Fleets is ideal for “solo” and “same 3 Static Defense
side” campaigns and battles. The main 4 Static Defense
problem of solo and same side gaming has 5 Encircle Flank
been enemy deployment and tactics. 6 Penetrate Center
Warring Fleets has solved this problem.
Solo gaming is where one person TACTICAL DESCRIPTION AND SETUP
plays alone. Same side gaming is where all Each Basic Battle Tactic is
the players are on the same side and fights described below including unit placement.
a side controlled by reaction guidelines Ships are assigned to either the Center or
usually dice result driven. in a Wing on either the left or right Flank.
Ships enter the board from opposite
BASIC BATTLE TACTICS long sides of the table unless specified
Each navy in the lists has a letter differently due to scenario design.
corresponding to their Basic Battle Tactics.
Correspond the letter with the correct chart Penetrate Center - Heaviest ships are
below and roll 1D6. This result will be the placed in center with light ships on flanks.
basic deployment and battle tactic that the While wings hold back to prevent being
Fleet will use. All other rules in Warring encircled the center pushes forward to
Fleets for setup and deployment apply. punch through.
You will soon find that with the 60% ships in Center
React mechanics of Warring Fleets solo 20% ships on Left Flank
© 2002 Ed Teixeira 9
WARRING FLEETS
20% ships on Right Flank 1 ship and not the Rate 4 ship OR they
drive off the Tropilium fleet.
Encircle Flank - Fleet attempts to slowly The Tropilium player wins if they
push through in center, while the right wing destroy the Rate 4 ship or more than half
attempts to turn one enemy flank. Other of the Valkae fleet AND keep losses to less
flank is defensive and tries to prevent than those taken by the Valkae.
encirclement. Any other result is a draw.
60% ships in Center Fleets and Deployment
30% ships on attacking flank. The Valkae deploy in the center of
10% ships on defensive flank. their baseline as normal.
1 Rate 4 CV4 AC4 Eng. Elite
Double Envelopment - While center is 3 Rate 2 CV4 AC4 Elite
lightly held, ships on the wings attempt to
surround both flanks of enemy fleet . The Tropiliumites deploy opposite
40% ships in Center the Valkae in a line no less than 3"
30% ships on Left Flank between ships on their own baseline.
30% ships on Right Flank 1 Rate 6 CV5 AC4 Eng Elite Corvus
1 Rate 4 CV4 AC4 Eng Elite Corvus
Static Defense - Navy assumes defensive 4 Rate 2 CV4 AC4 Elite
posture and attempts to inflict damage with
long range artillery or engines. LAST STAND
80% ships in Center. This scenario recreates the "last
20% ships composed of fast small stand" of the Imperial Sortium White fleet in
ships in reserve, behind main line. their war with the Malohades. The
remnants of the Sortium fleet wedged
SCENARIOS themselves in the Kadmium Isthmus with
All of the scenarios in Warring hopes of repelling the Malohad fleet
Fleets follow the same pattern. commanded by Abn-Alaka. They were
1 - First, a description of the scenario with overwhelmed, but only after inflicting
the objectives for each side. terrible losses that eventually forced the
2 - Next, a description of the ships in the Malohades back north.
fleets of both sides. Objectives
3 - Finally, the initial deployment of each The Sortium player must destroy at
side. least 5 Malohad ships, including their
flagship.
BREAKOUT The Malohad player wins if they
During the last "Wars of destroy or chase off both Sortium ships
Expansion", a small Valkae fleet found AND keep their losses to a maximum of 3
themselves trapped in harbor by a superior ships.
Tropilium fleet. The Valkae commander Any other result is a draw.
tried a daring early dawn escape. After a Fleets and Deployment
quick fight, half of the Valkae escaped. But The Sortium ships deploy anywhere
with minimal losses inflicted on the in the Isthmus. *
Tropilium fleet, the sortie had to be 1 Rate 6 CV5 AC4 Eng Elite Corvus
considered a Tropilium victory. 1 Rate 2 CV4 AC4 Elite
Objectives The Malohades enter the Isthmus
The Valkae player wins if he from their baseline.
escapes off board without losing more than 2 Rate 2 CV4 AC4 Elite
5 Rate 2 CV4 AC2
10 © 2002 Ed Teixeira
WARRING FLEETS
Both sides exchange missile fire, Note: During the sample battle NO leader
the Sortium player rolling 3 + Rate of 4 for at risk rolls were made to simplify the
a 7. This exceeds the Capalan defense scenario. In a real battle they would be
total of their Rate (4) plus AC (2). A -1 taken each time a casualty was taken on
Morale loss is taken. The Capalan player the ship with the leader onboard.
fires with a die roll of 6 plus Rate of 4 for
10. The Sortium defense total is a 8 (Rate CAMPAIGNING WARRING FLEETS
+ AC) so a hit is scored and reduces the Warring Fleets may be campaigned
Sortium Morale by 1. as part of a Warrior Heroes or Warrior
Because the Sortium player initiated Kings campaign. In either case ship
the grappling, he is considered to have recruiting Rolls may be substituted for an
sent boarders onto the Capalan vessel. Army Recruiting Roll.
Both sides then roll for melee. The Sortium If wanting to play a stand-alone
player rolls a 5 + 4 +1 = 10. (Die roll + Rate campaign then try the following.
+ Elite modifier). The Capalan defends with Both players start out with 1 Basic
a 4 + 4 + 0 = 8 (AC + Rate + Elite Fleet and all allowable Recruiting Rolls.
modifiers). The Sortium total is higher and The first battle is fought in the open sea.
the Capalan loses 1 point from his morale, Keep track of how many points each player
down to a 4. eliminates of enemy ships. Keep track of
The Capalan player attacks with a 3 how many points each player loses.
+ 4 + 0 = 7. (Die roll + Rate + Elite Subtract his losses from what he has
modifiers). The Sortium player defends destroyed. If the number is a positive
with a 4 + 4 + 1 = 9. (AC + Rate + Elite number, add this to the fleet he started with
modifiers). The Capalan total is less than and roll additional Recruiting Rolls until this
or equal to the Sortium total, so no number is reached. If the number is zero or
casualties are inflicted. less, he does not receive any additional
Both sides must take a Reaction Recruiting Rolls.
check for being in a Melee. The Sortium Example: The Stygustan and
morale is 7 + 1 = 8. (Current morale + Chapka fleets go into battle. The Stygustan
leader on board). Automatic "pass" 2 dice. fleet consists of the following.
The Capalan morale is a 4 + 1 = 5. CV3 Rate 2 Ships
(Current morale + leader onboard). He CV3 Rate 4 Ships
must roll 2D6 and scores a 5 and a 6. Total of 14 ships and 196 points.
Having passed one die, the Capalan must
drop 1 morale point to a 3. The Chapka fleet consists of the
following.
Turn 5 CV3 Rate 2 Ships
Things are getting desperate for the CV4 Rate 2 Ships
Capalan player. Because of the Corvus he CV4 Elite Rate 2 Ships
may not disengage. Another round of Total of 18 ships and 200 points.
melee ends with another Capalan loss of
morale to a 2, and a Sortium loss to a 6. After the battle, the Stygustan sinks
The Sortium player automatically passes. 6 ships worth 66 points and lost 3 ships
The Capalan player rolls a 5 and a 4 and totaling 44 points. This results in a net of
passes zero dice. (His morale was a 2 + 1 +22 points. The Stygustan player rolls a 3
= 3 for current morale and leader onboard). and a 5 and receives 2 CV3 Rate 2 Ships
The Capalan strikes. in Recruiting Rolls. The excess points (2)
are loss because there is not a ship of that
cost on their Recruiting Rolls.
© 2002 Ed Teixeira 13
WARRING FLEETS
14 © 2002 Ed Teixeira
WARRING FLEETS
this or that rule. Warring Fleets definitely meet anywhere in history. This variety
needs to have "Designer Notes". makes for a more entertaining game.
Warring Fleets started out as part of Play it and enjoy it.
the Warrior Heroes rules set. After I
finished Warrior Heroes with all the add- Also available from 2 Hour Wargames
ons like magic, history, heroes, (prices subject to change)
government types, etc. I realized it had GUNS AND GIRLS – Don’t let the title fool
become a real monster. So in hopes of you. This is the ultimate heavy weapons
simplifying Warrior Heroes I decided to combat system for individual combat…
make Warring Fleets a separate rule set. $12.00
I realized I wanted a set of rules that WARRIOR KINGS - Tactical Rules and
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All simulations of antiquity are Campaign System for Epic Fantasy battles
simply the authors' interpretation of what with metal miniatures. . . $14.00
actually happened. There are no reliable WARRING FLEETS - Tactical Rules for
eye witness accounts. In Warring Fleets fantasy and historical naval battles from
the battle flows based on my Antiquity. System for Epic Fantasy battles
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up on one facet or rule, just take the game Campaign System for fighting the Wild
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The scale of the game isn't armed combat in the ancient and medieval
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Movement by phases allows for an magic…$10.00
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The Reaction Check system allows for Lead a small group of survivors in the
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off and "pound" each other. Boarding additional for each additional item.
actions and ramming were the tactics of Rules sets may be purchased online. We
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be so decisive and quick.
By setting Warring Fleets in a
fictional setting I was allowed to design a
variety of fleets that could no way ever
© 2002 Ed Teixeira 15
Warring Fleets Navy Lists Warring Fleets Navy Lists
Nation # Rate CV AC Specials Cost Recruit Rolls Nation # Rate CV AC Specials Cost Recruit Rolls
Aeja 1 2 4 2 Frenzy 14 2, 3, 4, 5, or 6 4 Mirholme 3 2 4 4 Elite 18 3, 4, 5, 9, 10, or 11 3
1 4 4 2 Frenzy 28 8, 9, 10, 11, or 12 A 1 4 5 4 Elite 40 6, 7, or 8 A
1 6 5 2 Elite 54 7 0 6 5 4 Elite 60 2 or 12
3 96 4 94
Nation # Rate CV AC Specials Cost Recruit Rolls Nation # Rate CV AC Specials Cost Recruit Rolls
Altengard 3 2 4 2 Art 18 2, 4, 5, 6, 8, 9, 10, or 12 4 Sortium 3 2 4 4 Elite 18 2, 3, 4, or 5 2
1 4 4 2 Art Elite 40 3, 7, or 11 C 1 4 4 4 Eng Elite Corvus 44 9, 10, 11, or 12 A
4 94 0 6 5 4 Eng Elite Corvus 72 6, 7, or 8
Nation # Rate CV AC Specials Cost Recruit Rolls 4 98
Capalan 2 2 4 2 Elite 14 2, 3, 4, 5, or 6 3 Nation # Rate CV AC Specials Cost Recruit Rolls
2 4 4 2 Art 36 8, 9, 10, 11, or 12 C Stygustan 5 2 3 2 na 10 2, 3, 4, 5, or 6 4
0 6 5 2 Art Elite 66 7 2 4 3 2 Eng 24 8, 9, 10, 11, or 12 C
4 100 0 6 5 4 Eng Elite 66 7
Nation # Rate CV AC Specials Cost Recruit Rolls 7 98
Chapka 5 2 3 2 na 10 2, 3, 4, 5, or 6 9 Nation # Rate CV AC Specials Cost Recruit Rolls
3 2 4 2 na 12 8, 9, 10, 11, or 12 B Tereken 3 2 4 2 Frenzy 14 2, 3, 4, 5, 9, 10,11, or 12 5
1 2 4 2 Elite 14 7 2 4 4 2 Frenzy 28 6, 7, or 8 B
9 100 5 98
Nation # Rate CV AC Specials Cost Recruit Rolls Nation # Rate CV AC Specials Cost Recruit Rolls
Ekra 3 2 4 2 Art 18 2, 4, 5, 6, 8, 9, 10, or 12 4 Tropilium 3 2 4 4 Elite 18 2, 3, 4, or 5 2
1 4 4 2 Art Elite 40 3, 7, or 11 C 1 4 4 4 Eng Elite Corvus 44 9, 10, 11, or 12 A
4 94 0 6 5 4 Eng Elite Corvus 72 6, 7, or 8
Nation # Rate CV AC Specials Cost Recruit Rolls 4 98
Eskelin 3 2 4 2 Art Elite 20 2, 3, 4, 5, or 6 4 Nation # Rate CV AC Specials Cost Recruit Rolls
1 4 4 2 Art 36 8, 9, 10, 11, or 12 C Torem 4 2 3 2 na 10 2, 3, 4, 5, or 6 9
0 6 5 2 Art Elite 66 7 4 2 4 2 na 12 8, 9, 10, 11, or 12 B
4 96 1 2 4 2 Elite 14 7
Nation # Rate CV AC Specials Cost Recruit Rolls 9 102
Kjoth 5 2 3 2 na 10 2, 3, 4, 5, or 6 4 Nation # Rate CV AC Specials Cost Recruit Rolls
2 4 3 2 Eng 24 8, 9, 10, 11, or 12 C Treyine 2 2 4 2 Art Elite 20 8, 9, 10, or 12 2
0 6 5 4 Eng Elite 66 7 0 4 4 2 Art Elite 40 2, 4, 5, or 6 A
7 98 1 6 5 2 Art Elite 66 3, 7, or 11
Nation # Rate CV AC Specials Cost Recruit Rolls 3 106
Kurinthia 5 2 4 2 Frenzy 14 3, 4, 5, 6, 8, 9, 10, or 11 7 Nation # Rate CV AC Specials Cost Recruit Rolls
2 2 5 2 Frenzy 16 2, 7, or 12 B Valkae 3 2 4 4 Elite 18 2, 3, 4, 5, 9, 10,11, or 12 3
7 102 1 4 4 4 Eng Elite 40 6, 7, or 8 A
Nation # Rate CV AC Specials Cost Recruit Rolls 4 94
Malohad 5 2 4 2 na 12 2, 3, 4, 5, 9,10,11, or 12 7 Nation # Rate CV AC Specials Cost Recruit Rolls
2 2 4 4 Elite 18 6, 7,or 8 B Zheman 3 2 3 2 na 10 2, 3, 4, 5, 9, 10,11, or 12 5
7 96 2 4 4 4 Eng 36 6, 7, or 8 B
Nation # Rate CV AC Specials Cost Recruit Rolls 5 102
Merchen 3 2 3 2 na 10 2, 3, 4, 5, 9, 10,11, or 12 5
2 4 4 4 Eng 36 6, 7, or 8 B
5 102
WARRING FLEETS LOG SHEET
PLAYER SEASON PLAYER SEASON
FLEET YEAR FLEET YEAR
WAR RATE WAR RATE
NAME RATE MOR AC MOV ELIT FRZY ART ENG COR NAME RATE MOR AC MOV ELIT FRZY ART ENG COR
TURN 1 2 3 4 5 6 7 8 9 TURN 1 2 3 4 5 6 7 8 9
NAME RATE MOR AC MOV ELIT FRZY ART ENG COR NAME RATE MOR AC MOV ELIT FRZY ART ENG COR
TURN 1 2 3 4 5 6 7 8 9 TURN 1 2 3 4 5 6 7 8 9
NAME RATE MOR AC MOV ELIT FRZY ART ENG COR NAME RATE MOR AC MOV ELIT FRZY ART ENG COR
TURN 1 2 3 4 5 6 7 8 9 TURN 1 2 3 4 5 6 7 8 9
NAME RATE MOR AC MOV ELIT FRZY ART ENG COR NAME RATE MOR AC MOV ELIT FRZY ART ENG COR
TURN 1 2 3 4 5 6 7 8 9 TURN 1 2 3 4 5 6 7 8 9
NAME RATE MOR AC MOV ELIT FRZY ART ENG COR NAME RATE MOR AC MOV ELIT FRZY ART ENG COR
TURN 1 2 3 4 5 6 7 8 9 TURN 1 2 3 4 5 6 7 8 9
WARRING FLEETS
4/1 4/2
4/3 4/A
2/A 2/B 2/C
GRAPPLING CARRY ON
Within 1". Rolls 1D6. +1 Elite, Frenzy, +2 Corvus. High score Ship carries on with desired movement or Action.
determines if grappled.
TURN AWAY
FIRING Attempt to disengage and will then move away 12" or more
Fire at targets to their front and up to 45 degrees with engines
or artillery. Missile fire at 3" range with a 360-degree arc. BREAKING OFF
Engines have a range of 12". Roll 2D6 for a target in First complete a "turn away" move, then take one turn to raise
range. If the dice score is equal or higher than the range the target their sails, then leave the board by the closest edge without engaging
will take a -1 to its Morale. any other ships. If fired upon and hit or contacted by enemy vessel, they
Artillery has a range of 12". Roll 2D6 for a target in range. will "Strike".
If the dice score is equal or higher than the range the target will take
a -1 to its Morale. In addition to a Morale drop there is a possibility STRIKE
of a Rate reduction. Consult the following. Any ship that scores a result of "Strike" will immediately
• Target of Rate 1 will receive a Rate reduction at range of surrender. If they are not boarded by an enemy vessel within two turns,
10" or less. they will instead, "Break Away" as outlined above.
• Target of Rate 2 will receive a Rate reduction at range of
9" or less.
• Target of Rate 3 will receive a Rate reduction at range of
8" or less.
• Target of Rate 4 will receive a Rate reduction at range of
7" or less.
• Target of Rate 5 will receive a Rate reduction at range of
6" or less.
• Target of Rate 6 will receive a Rate reduction at range of
5" or less.
2HW 1007
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