Commander`s Manual - Monsters in the Sky
Transcription
Commander`s Manual - Monsters in the Sky
standard rules TM an alternate history game of air fleet battles COMMANDER’S MANUAL 1 contents CONTENTS/ CREDITS OVERVIEW Original Universe Concept John Haward GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Game Design Randall N. Bills Project Development Randall N. Bills Writing Rules Randall N. Bills Leviathans Gazetteer John Haward Blaine Lee Pardoe Jim Rapkins A Monster in the Sky and He Who Merits It Steven Mohan, Jr. Project Editing Sharon Turner-Mulvihill Diane Piron-Gelman Leviathans Line Developer Randall N. Bills Production Staff Art Direction Randall N. Bills Cover Art Doug Chaffee Cover & Box Design Matt Heerdt Layout & Production Matt Heerdt Leviathans Logo & Ship Crests Matt Heerdt Illustrations Doug Chaffee Orthographics (Schematics) J. Lonee Maps Øystein Tvedten and Matt Heerdt Playtesting Joel Agee, Chris Bacon, Bryan Barnes, Zac Belado, Roland Boshnack, Bryan Botz, Sebastian Brocks, Jason Cabral, Jason Coffey, Loren Coleman, Talon Coleman, Joel Bancroft-Conners, Zac Belado, Bryn Bills, Clifford Conrad, Rob DeHoff, Chris Delzer, Ryan Dwornik, Bryan England, Mark Franzen, Travis Friedmann, Kristian Frosig, Dominik Frischknecht, Mark Fugate, Johann “Eddie” Haderer, Phil Hays, Mike Hickey, Abby “abbytron” Holmes, Andy Holtcamp, Patrick Hurley, Aaron Jamieson, Anders “Cozmic” Jonsson, Joseph Knight, Rainne Knight, Walter “El Cid” Kraus, David Leaver, Kelly Loucks, Claire Maggard, Greg Maggard, Jarod Mason, Jonathan Mathisen, Jamie McGuire, Fabian Meierhans, James Miller, Shon Morfeld, Chris “Kamakazi” Nelson, Allen Nilles, Sydney Nilles, Mike “Breach Loader” Noone, Alexander Pardoe, Blaine Pardoe, Ben “Daemion” Parker, Laura Perry, Brandon Peterson, Devon Peterson, Samuel Pfyffer, Rhonda Ross, Brent Shadwell, Brett Shadwell, Philip Stein, Aaron Stowell, Dan Sweikata, Andrew White, Fred “Derfinator” Wiedrich, Sara “Pikachu” Wiedrich, Daniel Worthington, Andreas Zuber; Ron Barter and the Dragon’s Den Gang: Corey Morris, Martin Sharpe, Patrick Warren, Matthew Cummings and Colin Welland; San Diego Beachthralls: Alex Esposito, Hal Jensen, Justin Maciejko, Terrance Martin, George Reed, Ross Thompson and Tony Xiao; Särminers Kultingar: Staffan Eric Haniel Åhlvik, Andreas Ekestubbe, John “Copper” Hellman, Anders “Cozmic” Jonsson, Mikael Tengelin, Erik “Thuna” Thuning, and Henrik “Lillen” Warpefelt. credits Acknowledgements To Doug Chaffee, who brought his fabulous years of naval experience to craft one of the coolest and most thematically melded set of illustrations for a new universe I’ve seen in a long time. It’s been a joy working with you all these years…you will be missed. To Matt Heerdt who took my endless nips and tucks and tweaks of text and layout with a “stiff upper lip,” and created a fantastic graphic aesthetic to tie words and visuals into a unique Leviathans package. To Mike Miller and especially Joseph Knight, for putting together some crazy spread sheets to help me verify the math for all these dice combinations; and Loren for saving us from too many re-rolls along the way. To the “Leviathans Crew,” especially John Haward (thanks for the brilliant concept in the first place!), Jim Rapkins and Blaine Pardoe, who did all the heavy lifting on the development of the universe and kept themselves on task (usually) while I was often gone developing the rules or working on other Catalyst projects…an honor to command such a crew! Special Thanks To Loren Coleman and Dave StanselGarner, perhaps more than any others, for constantly banging on the game design and for pushing me hard to always make a better and more streamlined game, while allowing me to push back and include as much toy-factor as possible in the box. Dedication To Jay Pope Bills, the best possible realworld hero, my father, for teaching me to reach for the sky but always with that brass compass as a guide. And to my son and gaming friend Bryn Kevin Bills, whose imagination and constant enthusiasm for this universe and game kept the electroid powered and the ships aloft during the darkest nights. As my father before me, may my example lead you to always trust that brass compass. In Memory of Doug Chaffee Ship-shape and Bristol fashion, Doug… thank you for all the years.... To view a copy of this license, visit: creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to: Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. (What this means is that you are free to copy, share, and remix the text and artwork within this book under the following conditions: 1) you do so only for noncommercial purposes; 2) you attribute Catalyst Game Labs; 3) you license any derivatives under the same license. For specific details, appropriate credits, and updates/changes to this license, please see: monstersinthesky.com/cclicense) Published by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC PMB 202 • 303 91st Ave NE • E502 Lake Stevens, WA 98258 Printed in China, 2011 Creative Commons License; Some Rights Reserved. This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. 3 Find us online: [email protected] (e-mail address for any Leviathans questions) monstersinthesky.com (official Leviathans web pages) CatalystGameLabs.com (Catalyst web pages) battlecorps.com/catalog (online ordering) TM CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS an alternate history game of air fleet battles In 1878 the Polish genius Rynchowski isolated an electrical fluid with remarkable lifting capabilities. This single, pivotal event would change the world. The smartest military minds of the coming generation—Zeppelin, Jellico, Fisher and others—diverted their attention to the glorious new technological revolution, and sea-going battleships were abandoned around the world. In their place, armored giants took to the skies. In 1906, Great Britain launched the HMS Leviathan, the first of the “super air ships,” another step in the worldwide arms race. By 1910, the most powerful nations boasted large High Fleets, and the start of small skirmishes left the world uneasy…welcome to Leviathans! Leviathans simulates combat between warships that have taken to the air in an alternate history/steampunk 1910. The king leviathans, battleships, are the largest vessels. Maneuvering in support are light cruisers, destroyers and other vessels. Will you captain your fleet for king and country, expanding your nation’s power and becoming legend? Or will you fall from the sky, forgotten? You determine the outcome! 4 THE GAME OF AIRFLEET BATTLES TM box set contents TM The following is a description of the contents of the Leviathans box set. TM Rulebooks To easily transition players into all that Leviathans has to offer, the rules in this box set have been divided into two parts: quick-start rules and core rules. GAME OF ET BATTLES THE GAME OF AIRFLEET BATTLES AT31000 TM THE GAME OF AIRFLEET BATTLES STRuCTuRAL INTEGRITY 30 STRuCTuRAL INTEGRITY ARMOR 12 IN 12 IN +1 8/16 HEX 8/16 HEX BREACH 30 3 IN 4/8 HEX 1 13 14 13 1 14 2 CREW ADD 4 15 14 3 5 17 15 4 6 17 3 IN 4/8 HEX 1 13 3 IN 4/8 HEX 2 14 17 17 11 9 3 CREW ADD 4 13 13 13 4 9 11 5 10 1 MISS of InMediaRes Productions 8 10 2 3 CREW ADD LLC. Some content 12 4 ENGINE MP 4 licensed under a Creative 15 4 15 5 6 1 MISS 9 2 3 IN 4/8 HEX TORPEDO 18 HEX 3 12 4 CREW ADD 13 5 TESLA COIL TRIM TANK 5 6 Commons License (BY-NC-SA); CREW ADD 3 15 2 3 CREW ADD TESLA COIL TRIM TANK ARMOR +1 BREACH 1 11 1 2 10 CREW ADD 3 10 4 2 TESLA COIL TRIM TANK 3 9 9 5 13 STEERING GEAR 6 12 STARTING MP ENTER HEXES BEFORE TuRN 1 Some Rights Reserved. 12 Leviathans is a trademark 1 MISS 7 2 10 3 75mm 4/8 HEX ENGINE MP 4 12 4 TESLA COIL TRIM TANK licensed under a Creative 13 138mm 6/12 HEX 1 14 138mm 6/12 HEX 2 CREW ADD TESLA COIL TRIM TANK 6 16 17 5 ARMOR +1 BREACH 16 6 ARMOR +1 BREACH 13 13 14 1 14 14 2 75mm 4/8 HEX 138mm 6/12 HEX 17 14 3 TORPEDO 18 HEX 15 17 4 TESLA COIL TRIM TANK 6 16 15 3 15 4 TESLA COIL TRIM TANK 15 5 15 5 CREW ADD 16 6 STEERING GEAR 13 6 ENGINE ENGINE MP 1 MP 1 Leviathans is a trademark of under a Creative Commons InMediaRes Productions LLC. Some content licensed License (BY-NC-SA); Some Rights Reserved. © 2011. ENTER HEXES BEFORE TuRN Leviathans Gazetteer 11 11 1 MISS 10 2 TORPEDO 18 HEX Written as an “in universe” British document, the Gazetteer introduces players to the dynamic and exciting Leviathans’ alternate history 1910 world. It includes an expose on the technology that allows multi-thousand ton ships to fly, as well as a look at the eight major powers, and minor powers, that vie for dominance. CREW ADD 3 4 TESLA COIL TRIM TANK 13 5 ARMOR +1 BREACH 12 6 STEERING GEAR 9 6 ENGINE ENGINE MP 4 MP 4 Commons License (BY-NC-SA); ENTER HEXES BEFORE TuRN 1 Some Rights Reserved. Commander’s Manual: Core Rules The Commander’s Manual—the rulebook you’re reading now— contains all the core rules for Leviathans, building on the basics provided in the quick-start rules. References to the “Commander’s Rules” mean the rules found in this booklet. 3 1 DESTROYER 6 9 2 SHIP TYPE MISS 5 12 ENGINE ENGINE ENGINE MP 1 MP 1 MP 1 5 5 BATTLESHIP 3 2 3 CREW 75mm ADD 4/8 HEX 10 4 6 13 4 10 LLC. Some content SHIP TYPE ARMOR +1 BREACH 15 12 of InMediaRes Productions 5 4 12 ARMOR +1 BREACH CREW ADD 14 17 1 10 14 17 STARTING MP 4 13 5 11 TORPEDO 18 HEX TESLA COIL TRIM TANK 75mm 4/8 HEX 12 17 ENTER MISS 13 4 12 4 5 6 ARMOR 274mm 274mm TESLA +1 7/14 HEX 7/14 HEX COIL BREACH TRIM TANK 1 2 3 4 5 1 ARMOR +1 BREACH 9 6 ENGINE MP 4 14 ARMOR TORPEDO +1 BREACH 18 HEX 17 18 3 11 11 TESLA COIL TRIM TANK 2 TESLA COIL TRIM TANK 3 IN 4/8 HEX CREW ADD 3 IN 4/8 HEX STEERING GEAR 6 IN 6/12 HEX 14 MISS 11 138mm 6/12 HEX CREW 75mm 4/8ADD HEX TESLA COIL 138mm TRIM 6/12 TANK HEX 17 HEXES ENGINE STRuCTuRAL BEFORE TuRN MP 1INTEGRITY 1 10 13 6 TESLA COIL TRIM TANK DESTROYER 10 3 IN 4/8 HEX 3 SHIP TYPE Leviathans is a trademark of under a Creative Commons InMediaRes Productions LLC. Some content licensed License (BY-NC-SA); Some Rights Reserved. © 2011. MISS 13 11 8 10 3 15 2 9.2 IN 7/14 HEX ENGINE ENGINE ENGINE MP 1 MP 1 MP 1 4 TESLA COIL ARMOR TRIM +1 TANK BREACH 10 5 6 STARTING MP 2 CREW ADD 1 TESLA COIL TRIM TANK 3 IN 4/8 HEX ARMOR +1 BREACH 3 IN 4/8 HEX ARMOR +1 BREACH 6 IN 6/12 HEX 1 14 15 12 TESLA COIL TRIM TANK ARMOR +1 BREACH Leviathans is a trademark 3 IN 4/8 HEX 5 6 14 15 5 6 17 17 13 14 3 4 TESLA COIL TRIM TANK ARMOR +1 BREACH 11 1 BATTLESHIP 13 TESLA COIL TRIM TANK 1 2 14 14 1 MISS 14 4 6 2 12 3 IN 4/8 HEX 5 3 STARTING MP TORPEDO 18 HEX 4 138mm 6/12 HEX SHIP TYPE 3 IN 4/8 HEX CREW ADD 18 13 TESLA COIL ARMOR TRIM +1 TANK BREACH 6 IN 6/12 HEX 6 IN 6/12 HEX MISS 12 3 13 1 ARMOR +1 BREACH STRuCTuRAL INTEGRITY 2 CREW ADD Lieutenant’s Manual: Quick-Start Rules Players new to Leviathans should first read the Lieutenant’s Manual: Quick-Start Rules. These rules lay out the basics of the game and allow players to jump right into the action. Once players have tackled the quick-start rules, they’ll be ready to move on to the core rules presented in this booklet. © 2011. © 2011. Miniatures The eight plastic miniatures represent the various ships found on the Ship Cards for the Great Britain and France faction fleets. Players use the miniatures to track movement on the playing area. 5 CONTENTS/ CREDITS 1 7 YOUR VESSEL AWAITS: STRuCTuRAL INTEGRITY OVERVIEW 2 30 THE SHIP CARD 1.......... SHIP NAME/SHIP CLASS GAME SET-UP 2......... STRUCTURAL INTEGRITY 3.... FACTION/TYPE AND GAME TYPE MOVEMENT 4...... STARTING MOVEMENT POINTS 5..... HEXES FORWARD BEFORE TURN 6........SHIP LOCATIONS/FACINGS COMBAT 8.............Weapon Dice Icons SPECIAL CASE RULES END OF TURN Top (or Left): First Hex Number Bottom (or Right): Second Hex Number ARMOR +1 BREACH 1 2 3 4 5 6 13 12 13 14 14 13 SHIP TYPE 4 3 BATTLESHIP 1 13 13 1 138mm 6/12 HEX 138mm 6/12 HEX 2 14 14 2 138mm 6/12 HEX CREW ADD 3 15 15 3 CREW ADD TESLA COIL TRIM TANK 4 17 17 4 TESLA COIL TRIM TANK ARMOR +1 BREACH 5 17 17 5 ARMOR +1 BREACH ARMOR +1 BREACH 6 16 16 6 ARMOR +1 BREACH 75mm 4/8 HEX 1 13 13 1 75mm 4/8 HEX 138mm 6/12 HEX 138mm 6/12 HEX 11 2 14 14 2 9.......... SLOT/BREACH NUMBERS TORPEDO 18 HEX 3 14 14 3 TORPEDO 18 HEX 10.......... LOCATION DICE ICONS TESLA COIL TRIM TANK 4 17 17 4 TESLA COIL TRIM TANK CREW ADD 5 15 5 CREW ADD STEERING GEAR 6 16 1015 6 STEERING GEAR Firing Arc drawn to this Location. Green: Target moved forward into new hex Red: Target stationary 11.................... SHIP ART SCENARIOS CREW ADD 138mm 6/12 HEX 8 7.........................SLOT ARMOR 274mm 274mm TESLA COIL +1 7/14 HEX 7/14 HEX TRIM BREACH TANK 6 9 STARTING MP 4 5 6 16 12 12 15 15 15 13 1 2 3 4 5 6 ENGINE ENGINE ENGINE MP 1 MP 1 MP 1 TESLA COIL TRIM TANK ENGINE ENGINE MP 1 MP 1 Leviathans is a trademark of InMediaRes Productions LLC. Some content licensed under a Creative Commons License (BY-NC-SA); Some Rights Reserved. © 2011. ENTER HEXES BEFORE TuRN 3 5 ship cards type vs. class A Ship Card (as shown on the previous page) contains game play information and corresponds to an individual miniature as well as a Recognition Card (see p. 8). A Ship Card enables a player to easily monitor the operating status of his ship, with details of its armor, weapon capabilities and so on. Each Ship Card displays a view of the ship in question, along with its 4 or 6 Locations (depending on ship Type) and the ship’s data. As the status of a ship changes during a game due to damage, players use a wet/dry marker to track said damage directly on the Ship Card. Beyond the information provided below, the call-out on the previous page helps to explain the details of a Ship Card. Ship Type: Four ship Types are discussed in the Leviathans rule set. From largest to smallest, they are: Type 4, Type 3, Type 2 and Type 1. While the rules mention Type 3 ships as that term applies to the other three ship Types, that particular ship Type is not included in this box set. Note: Both the fiction and these rules make passing reference to ships smaller (Type 0, such as the gunboats mentioned in A Monster in the Sky) and larger (Type 5, which encompasses dreadnaughts and aircraft carriers). Such ships are beyond the scope of these rules. Locations and Slots Type 3 and smaller Ship Cards each contain four Locations: bow (front), stern (back), starboard (right side) and port (left side). Each Location contains a potential six Slots, each with its own Breach Number and indications of what is in that Slot. Rolling dice with a result equal to or higher than the Breach Number destroys the Slot. When a Slot is destroyed, the player simply circles the destroyed Slot (at the end of the turn the player will place hash marks through all circled Slots; see Applying Damage, p. 48). Some Slots contain a “Miss,” which means the shot against that Slot misses regardless of the Breach Roll result or the Slot’s Breach Number (to represent smaller profiles see Saturation Fire, p. 31, for the exception). Leviathans refers to various ships in several different ways: Type, class and class variations. Type: Type refers to categories of ships that fill similar roles despite some differences in construction, deployment and country naming conventions: for example, Battleship (Type 4); Armoured Cruiser, Protected Cruiser and so on (Type 3); Light Cruiser, Fast Cruiser and so on (Type 2); and Destroyer, Air Destroyer and so on (Type 1). Class: Class refers to unique ship designs within a ship Type. For example, the D-class (British) and Grenouille-class (French) are unique ships when compared to each other, and yet they are both Destroyers (Type 1). Class Variations: If a leviathan receives modifications that change its game statistics but leave the ship illustration the same (that is, the modifications are all basically “under the hood”), a new name designation is applied, but the vessel remains the same class of ship. For example, if players look at the HML Anfield, the HML Trafford and the HML Raven Ship Cards, they’ll notice the illustrations are the same on all three cards, but each has subtle differences in game play statistics (that is, they bear different names because of those changes, but all three are still D-class ships). 7 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Battleship Ship Cards contain six Locations: bow, stern, fore-port, aft-port, fore-starboard and aft-starboard. Icons: Some Slots include white icons, which represent additional abilities. The triangle, square and T icons are all explained under Types of Attack (for the first two; see p. 30) or Turrets (for the T icon; see p. 25). An asterisk icon is included on any Slot that affects other Slots. For example, the Armor, Tesla Coil Trim Tanks and Engine Slots all include an asterisk as a reminder to check these Slots during game play to ensure that their effects are applied (Steering Gear Slots are not marked as they don’t exactly affect another Slot, but instead provide an extra ability). Ship Data The four corners of a Ship Card contain additional information important to game play. While not directly affecting game play, the area in front of the bow Location’s Slots contain the ship’s name and Type, while a strip of a faction’s flag makes it easy to identify each empire’s fleets. Structural Integrity: This determines how much damage the ship can take before it is destroyed. Type Size: A ship’s Type size is used to determine its various game stats, such as the weapon Slots it can carry, how difficult or easy it is to attack, as well as how easily it can move. (The top part of this section does not have a game play effect, but is provided for clarity of ship faction and name.) Starting MP: These are Starting Movement Points (MPs) of a given ship. Each Engine Slot provides the number of MPs as indicated (the MP values from all Engine Slots add up to the Starting MP). Enter Hexes Before Turn: This is the number of hexes a ship must enter each turn before turning. 8 Recognition Cards Each Ship Card has a corresponding Recognition Card containing a full-color illustration of the ship in question, with information on the reverse side that gives the ship’s history. playing Maps The playing maps represent the air battlefields of the early twentieth century, where the action of a Leviathans game takes place. Depending on the size of fleet fielded, the players may use one or both mapsheets. Note that the wispy clouds printed on the map have no game play effect. MARKERS AND REFERENCE CARDS Two sheets of die-cut counters are provided. Players punch out the markers, which are used during torpedo fire and screening actions. Additionally, sturdy game-aid cards allow for quickreference during play, helping ensure every game keeps up a good pace as players become accustomed to the rules. Dice The game of Leviathans uses twelve- and six-sided dice; the D12s are used as Crew, Weapon and Location Dice, while D6 are used as Slot Dice. If the situation requires you to roll one Slot Die, the rules indicate this in shorthand, such as 1D6. If the situation requires more dice, the shorthand indicates this as well, such as 2D6. The twelve-sided dice are color-coded to represent the different types of D12 (shorthand for a twelve-sided die) used in the game: green, blue, yellow, red and black. Though each color-coded die has twelve facings, like any other D12, the numerical values displayed on the dice are unique to each twelve-sided •Weapon Dice •Location Dice •Crew Dice six-sided •Slot Dice product is also useful to ensure enough sets at the table for larger games. If this dice pack is not available (and the players don’t have access to a second box set), Leviathans dice are patterned on standard roleplaying game polyhedral dice, which can be found in most hobby game stores. If any D12 is lost, simply use the appropriate polyhedral dice as follows: Green = D4; Blue = D6; Yellow = D8; and Red = D10 (the black die is a standard D12). While it won’t harm enjoyment of the game, please note that some minor variances across numerous games might emerge if players are using polyhedrals against Leviathans dice. String color. If the situation requires you to roll one twelve-sided die, the rules indicate this in shorthand: DBlue, DYellow, DBlack and so on. If two of the same dice are used, the rules indicate this in shorthand also, such as 2DRed. Two dice of different colors are indicated as DRed & DBlue. When a player looks at a Ship Card, he’ll notice various circular color icons, representing the number and type of dice to be rolled under certain circumstances. If a line separates dice icons, then different situations mean different dice are rolled; if two (or more) dice icons are not separated by a line, then that action requires all such dice to be rolled. In all instances, when multiple twelve-sided dice are rolled (whether Crew, Weapon or Location Dice), add the values together for a final total. For ease of reference, we’ve included a dice icon next to any rule that requires a dice roll. Replacing Dice Most of the D12s in Leviathans are custom dice. If they get lost, players can purchase the Leviathans Dice Pack; this The string is used when determining line of sight (see p. 11). Leviathans rules Throughout these rules, several “hints” sections present various ways to make playing Leviathans easier. Players are free to invent their own ways of handling such situations, of course. As all the rules are tracked through the Ship Cards and on the reference cards and mapsheets, players should have little need to reference the rulebook for tables or other game aids once play begins. Following the rules, several scenarios provide players with ready-made games for getting right into the action. Fiction Leviathans uses two different types of fiction to convey its story. Story fiction includes novels, novellas, short stories and so on: fiction that puts the reader inside the heads of the characters that populate the universe. 9 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES The novellas A Monster in the Sky and He Who Merits It included in this box set are examples of story fiction. Sourcebook fiction presents story elements as though the reader were a character transplanted into the game universe, reading military documents, historical texts, secret security briefs, intercepted personal communications, local newspapers and so on. The Leviathans Gazetteer sourcebook is an example of sourcebook fiction. These two methods work hand-in-hand bringing the Leviathans universe to life. Fiction vs. Rules Through its fiction, Leviathans embraces a dynamic universe where the characters, the giant ships they helm and the empires they fight for are brought to life with as much real-world nuance as possible. At the same time, the rules are designed to retain the flavor of this alternate world in a fast and fun game that embraces an abstraction of that world for ease of game play. For example, while gun sizes are used (3 IN, 138mm and so on) as a nod to the real-world weaponry of that time period, they are abstracted for game play into gun batteries, which might represent 2 guns, or 6 or more mounted close together, or anything in between. Furthermore, the rules do not address the size of a hex or the time of a turn. Such information is simply not needed for enjoyment of the game, and instead— especially for those with an intimate knowledge of this era— could turn into a distraction as the abstractions of the game clash with too many real-world specifics. In other words, though fiction is essential to making the game universe come alive, it should never be construed as rules. In all such situations, players are encouraged to enjoy driving their opponents from the sky while reveling in the adventures of the characters that populate Leviathans. Art vs. Rules The same concept applied to the fiction also applies to the art and miniatures of Leviathans. While great lengths are taken to ensure visual continuity between the universe and the miniatures that accompany it, the abstract nature of the rules means it’s almost impossible for a ship’s game statistics to exactly match the art or miniature it represents. Instead, the game statistics strive to capture the flavor of a given illustration. At the end of the day, however, illustrations should never be construed as rules. END OF TURN SCENARIOS Stern, starboard and bow views of a British Defender-class Armoured Cruiser. 10 game terms The following terms describe important concepts used in the Leviathans rules. While some of these simply expand upon the concepts presented in the quick-start rules, others, like Line of Sight, are new and should be thoroughly studied. Crew Slot simply means there are more crewmen in that Location and/or they’re slightly better at their task than a ship without such a Crew Slot. Gun Battery Slots The Ship Cards mount numerous gun Slots (65mm, 138mm, 6 IN and so on). Each such Slot is an abstract If a weapon Slot on the Ship Card has a triangle “gun battery” (65mm Gun Battery, 6 IN Gun Battery and icon, that weapon can fire with other weapons of so on), which might represent 2 guns, or 6 or more the same size to increase the chance of a hit (see mounted close together, or anything in between. Bracketing Fire, p. 31). Bracketing Fire Line of Sight (LOS) Breach Number To successfully attack and damage a ship, the player must roll dice against a Breach Number, representing the difficulty of the action; he must hit with the attack, as well as striking an area where the damage can breach the armor. If the roll result equals or exceeds this Breach Number (after any applicable modifiers are taken into account), the action succeeds. If the result is less than the Breach Number, the action fails (the attack didn’t hit the target, failed to breach the armor and so on). Crew Slots All ships have a crew that mans the weaponry and keeps the ship in flight. Even if a ship does not have a Crew Slot in a given Location, all weapons in that Location can still make attacks; the presence of a 11 In some instances—such as screening—a player must determine if a clear line of sight (LOS) exists before an attack can be made, or must use LOS to determine the outcome of a potential attack (such as for torpedoes). A straight line running from the center of the attacking ship’s hex where the firing weapons are located to the center of the target hex being attacked defines the LOS between two points. Any hexes through which this line passes lie along the LOS, even if the line barely crosses a given corner of a hex. Simply stretch the string (included in this box set) taut between the center of the two hexes in question to determine the exact LOS. Usually, players can do this by holding the string over the miniatures and looking down at the playing area. In some instances, however, miniatures may need to be temporarily moved out of the way and the string placed flat on the playing area to determine the Saturation Fire CON TENTS/ exact LOS for an attack. If a weapon Slot on the Ship Card has a square icon, CREDIT S If the LOS passes through a hex occupied by the attacking ship, the attack cannot be made. If the LOS passes through a hex occupied by the IEW OVERV target ship, then the attack cannot be made against the designated hex. If the LOS passes exactly between two hexes, the player GAMEcontrolling the targeted ship decides which of the two hexes lies along the LOS. The chosen hexside SET-UP is used for all attacks between those two ship hexes for the remainder of the turn. Each rule specifically states whether players Note: MOV EMENT must use Line of Sight when using that rule. If LOS is not mentioned, then it is not used. that weapon rolls more than one Slot Die and can potentially damage multiple Slots with a single shot (see Saturation Fire, p. 31). Target A target is defined as anything a unit may attack. A friendly ship can never be a target. Tesla Coil Trim Tank Slot Every Location contains a Tesla Coil Trim Tank Slot. This represents a small reservoir of electroid fluid that helps to balance the ship (trim) and make it easier to maneuver and attack. (On the Recognition Cards for each of the ships, the copper tubing and Mapsheet tanks on the side represent these small reservoirs.) COMBAT This general term refers to a single playing map as As the coils are destroyed, that balance (trim) is found in this box set. lost and the ship is more difficult to control, making SPECIAL attacks harder, but doesn’t affect over-all lift. Playing CASE Area This general term refers to the total playing area Turn RULES of a given game, regardless of the number of mapsheets used. END OF Unless N a scenario states otherwise, if a ship ends TUR its turn with any part of it occupying one of the halfhexes along the edge of the playing area, that ship is considered destroyed (removed from play at the end of SCENARIOS its movement) when determining who won the game. SCENARIO This term usually describes a game with specific forces and set-up conditions (see Scenarios, p. 49). It can also be used to described a single, oneoff game. A Leviathans game consists of a series of turns. During each turn, all ships on the playing area have an opportunity to move and fire their weapons. Turret If a weapon Slot on the Ship Card has a T icon, that weapon is mounted in a turret, which can swivel to cover a wider range of targets than if the weapon was mounted directly on the hull (see Turrets, p. 25). 12 GAME SET-UP The specifics of game setup (map placement, miniatures chosen and so on) are left up to the players. However, the Scenarios section (see p. 49) provides comprehensive guidelines for setting up different games, as well as ready-toplay scenarios. Randomly Determining Locations/Slots: When the rules call for randomly determining a Location, roll a DGreen for any Type 1, 2 or 3 or a DBlue for Type 4 ships. Starting with the bow on any ship, rotate to the right a number of Locations as determined by the die roll result. For example a player rolls a DGreen on a Type 2 ship with a result of 1, meaning the Bow Location is affected, while the same player rolls a DBlue on a Type 4 ship with a result of 5, meaning the Aft-port Location is affected. After determining the Location, simply roll a Slot Dice to determine the specific Slot affected (if needed). Firing Torpedoes Before any movement begins, players place torpedo markers (see Firing Torpedoes, p. 38). The team that lost the Initiative places their torpedo markers first, followed by the team that won Initiative. Note: Though firing torpedoes occurs before movement and resolving torpedoes occurs before combat during game play, the full rules for torpedoes are found after Combat in the Special Case Rules section (see p. 38). The choice to organize the rules in this fashion was made because resolving torpedoes requires an understanding of how Combat is resolved, making it much easier to understand how torpedoes work in game play once players have familiarized themselves with combat resolution. Sequence of play Movement Ships are always moved according to their Type size, largest to smallest: Type 4 ships must move before Type 3 ships, Type 3 ships before Type 2, Type 2 ships before Type 1. The team that lost Initiative starts by moving all their largest Type ships. If the winning player has a larger ship Type than the player that lost Initiative, the winning player moves all of his larger Type ships. The team that lost the Initiative then moves all of the next largest Type of ship. Once again, if the winning player has a The following Sequence of Play summarizes the progression of the game, building on the framework provided in the Lieutenant’s Manual, but incorporating those rules that apply to the Commander’s Manual. Initiative One player from each side rolls 2DRed to determine his team’s Initiative. The team with the higher result has Initiative throughout the turn. Re-roll all ties. 13 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS larger ship Type vessel than the player that lost Initiative, the winning player moves all of his larger Type ships. And so on. Movement alternates between sides until all ships have been moved. Each time a player must move a ship, he must designate movement for all ships of the appropriate Type that have not been destroyed, even if the move is simply to stay in its hexes. Resolving Torpedoes Before any other attacks are made, resolve torpedo attacks, if any. The team that won the Initiative resolves their torpedo attacks first, followed by the team that lost Initiative. As each torpedo attack is resolved (whether there was no ship to hit, the Breach Roll was a success or the Breach Roll was a failure), remove that torpedo’s markers from the board. Determining Damage: Unlike all other attacks, damage from torpedoes is applied immediately, so destroyed Slots (or ships) cannot be used in this turn’s combat. Attacks The team that lost Initiative chooses a ship to declare fire first. The controlling player must declare any attacks he plans to make using his ship’s weapons, specifying which weapons he will fire and at what target(s). There is no penalty for shooting at multiple targets. The team that won the Initiative then chooses a ship to declare fire. The player controlling the firing ship declares any attacks he plans to make using that ship’s weapons, as described above. The act of declaring attacks alternates between players until all fire has been declared. Each time a player must declare an attack, he may do so for any ships that have not been destroyed, even if the declaration is to make no attack. If there is an uneven number of ships between sides, players alternate, as above, until the one side is finished. Then the 14 other side with the larger force simply finishes declaring all the rest of its ships’ attacks. Ammunition: Though the ships of Leviathans carry gun batteries and torpedoes that use ammunition, ammunition is not tracked for game purposes; a ship can fire a gun battery/ torpedo as long as its Slot has not been destroyed. Hint: Players will discover that once they’ve become accustomed to playing and know how to deal with the quirks of a given playing group that attack declaration can simply be wedded into making Breach Rolls (this can also be very useful in larger games when there are many ships on the battlefield to track). For example Jason, John and Tim are playing a game and know each other well enough that they’ve done away with attack declaration. During a turn Jason starts making Breach Rolls with his Light Cruiser against John’s Battleship and on the first roll lucks out with a series of high rolls that breaks the keel on John’s Battleship even though it wasn’t very damaged. Jason then tries to switch some of his gun batteries to Tim’s Destroyer and both Tim and John point out they know very well that Jason always plays a “always concentrate all firepower” style of game, so they’re confident that Jason would’ve fired all weapons at John’s Battleship if he’d not lucked out on his first Breach Roll. Jason sheepishly agrees and so all the rest of his rolls automatically ‘miss’ because the target he was firing against is gone. Resolving Weapons Fire Players resolve weapons fire one ship at a time. The order in which each ship’s attacks are resolved is up to the ship’s controlling player. All weapon attacks by one ship must be resolved before those of the next ship. Determining Damage Players record damage as attacks are resolved by circling Slots, but this damage does not affect the ship’s ability to attack this turn. This means a ship may make its declared attacks in the turn even if that ship or its weapons are destroyed. End of Turn At the end of every turn the players may attempt to repair their ships, then apply damage to their ships by drawing hash marks through circled/damaged Slots, and check to see if the game has ended. End of game Players repeat all the steps given above until one team meets its victory conditions for the scenario. Under normal circumstances, the team with the last surviving ship(s) left on the playing area wins. If the last ships from each team are destroyed simultaneously in the same turn, the game is a draw. 15 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS MOVEMENT Leviathans ships change position and location on the mapsheets by spending Movement Points (MPs). The Ship Cards note the Starting MP of a given ship (in the bottom left-hand corner), with each Engine Slot providing the number of MPs as indicated (the MP values from all Engine Slots add up to the Starting MP). As Engine Slots are destroyed, MPs are lost and the Starting MP value is no longer accurate. To determine the MPs available at the start of a turn after an Engine Slot has been destroyed, players can either subtract the value of the destroyed Engine Slot(s) from the Starting MP, or can add up the MPs on the remaining Engine Slots (Hint: Players also may find it useful to simply cross off the Starting MP value and write on the current value.). A ship need not expend all its MPs. Furthermore, a ship does not have to expend any MPs in a turn; if no MPs are spent, it remains in its hexes, with its same facing. If a ship loses all its Engine Slots, it no longer has any MPs and cannot move or change its facing for the rest of the scenario. A ship can enter half-hexes during its movement. However, if a ship ends its movement with any part of it occupying one of the half-hexes along the edge of the playing area, it is considered destroyed when determining who won the game (see Ending the Game, p. 48). Remove this ship from play at the end of its movement. Hint: During smaller games, remembering which ships moved out of their hexes and which did not is relatively easy. However, as players increase their fleet size, it may be more difficult. Players can use any markers they have at hand to mark such movement. For example, a block of small dice is cheap and 16 placing one next to a ship that’s moved makes it very easy for a player to determine if a ship moved or not, making it simple to figure out which Location Dice to use for a Breach Roll. The following additional rules govern movement each turn. Movement Direction A ship can only move forward into the hex it is facing (it must always face a hexside). It cannot move into any other hex unless it first changes its facing (the direction it is pointed). Entering a Hex To enter a hex, a player spends 1 MP (see Sideslip, p. 18, for the exception) Changing Facing Changing a ship’s facing costs 1 MP per hexside. A ship may only change one hexside per hex (see below for the exceptions). Depending on the ship, it must move straight forward and enter a number of hexes (as shown on the Entering Hexes Before Turn portion of the Ship Card) before it can make a hexside facing change. This number can change, depending on whether a ship mounts Steering Gear Slots (see Steering Gear, p. 17). If a ship must enter more hexes than it has MPs, it can no longer turn. Two-Hexside Turn: If a ship does not spend any MPs to enter a new hex during a turn (provided it has at least 1 undamaged Engine Slot), it can always spend its entire movement to change 1 or 2 hexsides; it can never change more than 2 hexsides in this fashion. Facing Change Diagram RED = PIVOT HEXES TYPE 1 TYPE 4 TYPE 2 & TYPE 3 Three-Hexside “Broach” Turn: A ship can attempt to make a three-hexside “broach” turn, a dangerous, emergency maneuver that often pushes the ship beyond its structural capacity. If a ship does not spend any MPs to enter a new hex during a turn (provided it has at least 1 undamaged Engine Slot), it can choose to spend all of its movement to change 3 hexsides. After the turn is completed, the ship must immediately make a Breaking the Keel Roll (all destroyed Slots provide only a +1 modifier; see p. 33). A successful roll does not destroy the ship, but instead the ship’s SI is immediately reduced by 1 (damage is applied before combat); cross out the SI and write in the new, lower value. Finally, regardless of the success or failure of the Breaking the Keel Roll, the ship cannot fire any gun batteries during the Firing Weapons portion of the turn in which it executes a three-hexside “broach” turn. Movement Across Turns: Movement tracking does not carry over from one turn to the next. In other words, each turn a ship must enter its designated number of hexes before making a facing change; unspent MPs are not carried into the next turn; and so on. Type 1 Ships: A Type 1 ship occupies 2 hexes, so it pivots on the front hex. Type 2 & 3 Ships: Type 2 and 3 ships occupy 3 hexes, so they pivot on the middle hex. 17 Type 4 Ships: A Type 4 ship occupies 4 hexes, so it pivots on the second hex behind the bow hex. Stacking During movement, a ship may move through hexes occupied by another ship (friendly or enemy). A ship may not, however, end its movement in a hex occupied by another ship. Steering gear All ships are considered to mount minimal steering gear that does not take up Slots and that provides the minimum amount of facing change capability as described above. Steering Gear allows for two additional movement options, as described below. Reduced Hexes Entered Before Turn For every Steering Gear Slot in a Location, reduce by 1 the Enter Hexes Before Turn value on that Ship Card for that side (Starboard Location or Port Location; for Type 4 ships, use the AftStarboard or Aft-port Location). For example, the HML Essex has an Enter Hexes Before Turn value of 2, which means it normally must enter 2 hexes before turning right (starboard) or left (port). However, it mounts Steering Gear in each side Location (starboard and port), and so CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES it need only enter 1 hex straight ahead in order to turn in either direction. If in a following turn the Steering Gear Slot in the Starboard Location is destroyed, then the HML Essex need only enter 1 hex before turning left (port), but must enter its standard 2 hexes before turning right (starboard). If a ship’s Enter Hexes Before Turn value is reduced to 0 because of steering gear, then the ship need not enter any hexes before turning in the appropriate direction. Regardless of steering gear, however, a ship can never change facing more than 1 hexside in the same hex (see Changing Facing, p. 16, for the exception). Sideslip If a ship mounts Steering Gear Slots in side Locations (Starboard Location or Port Location; for Type 4 ships, the Aft-Starboard or Aft-Port Location), the player can sideslip the ship during movement. If a Steering Gear Slot is destroyed (there are no longer any Steering Gear Slots in that side Location), the ship can no longer sideslip in the direction of that Location. END OF TURN SCENARIOS Sideslipping Diag ram 18 At the start of movement, the ship must first enter at least 1 hex in the direction it is facing, after which the controlling player may spend 2 MPs to move the entire ship into the hexrow to the right or left of the one the ship currently occupies (see Sideslipping Diagram at bottom left). This can be done any time during the ship’s movement. After a sideslip, the ship must still be facing in the same direction it started. If a ship has enough Steering Gear Slots to reduce its Enter Hexes Before Turn value to 0 in the Location facing the direction of the sideslip, then the ship need not enter the hex it is facing before making that sideslip. A ship may sideslip any number of times during a turn, provided it has the necessary 2 MPs for each maneuver. However, after each maneuver the ship must once again enter the hex it is facing before attempting another sideslip (the exception, as noted above, is if the Steering Gear Slots have reduced the ship’s Enter Hexes Before Turn value to 0 in the appropriate direction). Multiple Steering Gear Slots: If a ship mounts multiple Steering Gear Slots in the same Location, the ship may sideslip in that direction after paying only 1 MP. Regardless of how many Steering Gear Slots are in the same Location, a ship can never reduce the cost of a sideslip below 1 MP. Reduced Hexes Entered Before Turn: A sideslip does not count as entering a forward hex when determining how many hexes a ship must enter before it can turn (see p. 17). Hint: Players will discover that a sideslip is often more useful to larger Type ships than smaller ships, especially if they have multiple Steering Gear Slots in a Location, such as the French Lave. While there are instances where a sideslip can still be useful, the turning ability and speed of smaller craft usually enable them to accomplish the same move without a sideslip. In the Steering Gear Diagram at right, Joel is fielding the Jean Bart (Type 4) and Lave (Type 2) against Karl’s HML Leviathan (Type 4). Joel loses Initiative and so has to move his Jean Bart first. While he could move the ship forward 2 hexes and then turn one hexside to the right (he’s got steering gear in his Aft-Starboard Location), he’d only have 2 MPs left. That wouldn’t be enough for him to move forward the 2 required hexes before making a single-hexside left turn. Because he wants to try to keep the Jean Bart’s broadside on the HML Leviathan—regardless of what Karl does— Joel decides to move forward the 1 required hex, then spends 2 MPs to sideslip into the right-side hex row. He then spends his remaining 2 MPs moving 2 more hexes forward. Karl decides not to do any fancy footwork and instead wants to put a little distance between the HML Leviathan and the Jean Bart (since his Battleship has the longest-range weapons of the two ships). He moves forward 4 hexes. Now it’s back to Joel to move. He’s got to figure out what he’s doing with the Lave, especially now that the HML Leviathan is in his face. Normally the Lave has two Steering Gear Slots in its Starboard Location, allowing it to turn on a dime (it needs to enter 2 hexes before turning, but with those two Slots the Lave can turn in its hex right at the start of movement). However, both of the Steering Gear Slots were destroyed in a previous turn, so he doesn’t have that flexibility of movement. He also wants to ensure that his damaged Starboard Location is pointed completely away from the Leviathan in case of combat. Finally, he knows the Leviathan’s Aft-Starboard Location is hurting. With all that in mind, he starts his movement. He spends 2 MPs to move forward 2 hexes, then 1 MP to make a hexside right turn and another 1 MP to move forward 1 hex. At this point, Karl could make a hexside turn to the left if he wished; that hex row will be outside the HML Leviathan’s broadside Steering Gear Diagram arc, and with undamaged Steering Gear Slots in the Port Location, he doesn’t have to move the full 2 hexes before turning. However, Karl decides he wants to put as much distance between himself and a Battleship’s broadside as possible, and so spends another 1 MP to move forward another hex. He then spends another 1 MP to turn one hexside to the left, and then spends the final 3 MPs to move forward 3 hexes. The Lave is not occupying any hex of the HML Leviathan and its 100mm Gun Battery Slot in the Stern Location is in the right firing arc to potentially damage the Leviathan’s weakened AftStarboard Location: right where Joel wanted to be! 19 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Screening There are two types of screening: offensive and defensive. In both instances, the MPs spent by one ship represent matching heading and so on with the ship it is “hugging.” When a player spends the MPs noted below, he must announce that the ship is screening and which type of screening; a ship cannot use both types of screening in the same turn. A ship can only use one type of screening during a turn and can only screen once (a player cannot spend 6 MP to screen twice). When a player announces that a ship is using a type of screening, place the appropriate Screening Token next to the ship once it has finished movement (for ease of remembering later in the turn). LOS: Screening uses LOS (see p. 11) when determining if an attack can be made. Defensive Screening Defensive screening involves moving a ship in a manner to block shots against another ship, “hugging” the other ship protectively and taking any such shots itself. Any ship that occupies at least one hex adjacent to the ship hex it wishes to protect can spend 3 MPs in a turn for defensive screening. In that turn, if LOS from an attacking ship to a target ship hex protected in this manner passes through a hex occupied by the ship using defensive screening, LOS is blocked. Defender Attacks: A ship that has a defensive screening ship hugging it cannot make any attacks from a Location if the LOS enters a hex occupied by the defensive screening ship. 20 In the Defensive Screening Diagram at right, last turn Jay’s Jean Bart (Type 4) took a pounding in the Fore-Starboard Location. Jessica smells blood in the air and so is trying to orient her biggest guns on several ships to all fall into that Fore-Starboard Location. Jay has lost two Engine Slots and is down to hardly any MPs, so he knows he’s going to take it in that Location again if he doesn’t try a new tactic. To make matters worse, he loses Initiative, so he must first move the Jean Bart, after which Jessica moves her HML Leviathan and then her HML Hertfordshire (because Jay doesn’t have any Type 2 ships). In an effort to buy some time and ensure that he doesn’t lose the big side guns on his Jean Bart, he moves his Montcalm (Type 1) into two of the three hexes adjacent to the Fore-Starboard Location and announces he’s spending the 3 MPs to perform defensive screening; he knows his Destroyer might just be torn from the sky for this move, but better to lose it than his Battleship. Jessica then moves her HML Raven to finish up the turn’s movement. During the turn’s combat, because defensive screening is in action, the players pull out the string to check LOS. Right off the bat, Jessica realizes her error in how she moved the HML Raven. As all its weapons are mounted in Slots 1-3 on the port side (meaning they draw their LOS from the first hex), and the turret-mounted gun in the Bow Location also draws from the first hex, LOS along Path A is blocked, so the HML Raven cannot attack the enemy ship’s Fore-Starboard Location this turn. Jessica then checks for her big guns. She draws LOS along Path B and finds that the twin 12 IN gun batteries in turrets on the Bow Location are blocked; she doesn’t have to draw the LOS to the Bow hex of the Jean Bart because she can plainly see that would be blocked as well. Next, she draws from the second hex behind the Bow Location to see if any of her Fore-Starboard Location weapons Defensive Screening Diagram can strike into the Fore-Starboard Location of the Jean Bart along Path C and D. Once again, LOS falls across the hexes occupied by the Montcalm, and so her guns cannot attack there. She finally draws LOS from the hex in front of the Stern Location on the HML Leviathan for her Aft-Starboard weapons along Path E, and can just eke out a potential shot with her 6 IN gun battery. Both the 3 IN gun batteries in that Location are out of range, however. Finally, Jessica has some luck with the HML Hertfordshire. The LOS 21 drawn from the center hex along Path F (for the Port Location weapons) and the front hex along Path G (for the Bow Location weapons) both barely clear the Montcalm, so she can try to make attacks into the Jean Bart’s wounded Fore-Starboard Location. CONTENTS/ CREDITS OVERVIEW GAME SET-UP Offensive Screening Offensive screening involves moving a ship in a manner to stop a shot against itself, “hugging” another ship so any potential shots will hit the other ship. Any ship can spend 3 MPs in a turn for offensive screening, and the player must nominate the ship it is “hugging.” In that turn, if LOS from an attacking ship to a target ship that has declared offensive screening is drawn through a hex of a ship (enemy or friend) of a larger Type, LOS is blocked. Ships need not be adjacent to the ship they are “hugging” for offensive screening, and any number of ships can be “hugging” the same ship. MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS In the Offensive Screening Diagram at right, Chris’ HML Raven Destroyer (Type 1) is attempting to strike through enemy lines to reach the port side of Jen’s Jean Bart Battleship that’s been heavily damaged. However, there are a lot of French ships on the battlefield and Chris knows he has to eliminate as many of those from attacking him this turn as possible, or he just might lose his Destroyer before he ever gets there. He decides to use offensive screening. Luckily he wins Initiative, so all the French ships move first, after which Chris moves his Type 1 ships. While he’s got a good bead on removing the Jean Bart and Montcalm from the equation, if he just sends the Raven in by itself, the Pontbriand, along with the Lave, can attack the Raven. That’s far too much damage potential, so Chris hatches a daring strategy. He moves the HML Raven into position and announces he’s using offensive screening to “hug” the Lave, and spends the 3 MPs to do so. Next, he moves his final Destroyer, the HML Trafford, adjacent to the HML Raven and announces the HML Trafford will use defensive 22 screening to “hug” the HML Raven (he spends another 3 MPs to do so). When setting up the Raven and Trafford, he made sure to place the Trafford so it would be at least five hexes away from the Pontbriand; this means Jen must make Breach Rolls with all those 65mm gun batteries using the DGreen in place of the DBlue. During the turn’s combat, the players pull the string out and start checking line of sight. The LOS from the Jean Bart along Paths A, B and C (each drawn to either hex of the HML Raven to try to find a target) are blocked by the Lave. So is LOS from the Montcalm along Path D—again, drawn to either hex of the HML Raven. Path E from the Montcalm is not blocked, but there are no weapons in Slots 4, 5 or 6 on the starboard side and the 47mm gun battery in the Stern Location isn’t turret-mounted (so it cannot turn to fire into the starboard firing arc); no attacks can be made along that path. Moving to the other side of the battlefield, Paths H, G and F from the Pontbriand (once more drawn to either hex of the HML Raven) are blocked by the HML Trafford. Obviously, the Lave can attempt to attack the HML Raven, but by using both offensive and defensive screening, Chris has blocked three ships from even attempting an attack against the Raven. Of course, all three of those blocked ships can declare open season on the HML Trafford…but Chris knew that heading in. He hopes his gambit pays off next turn and he can further damage or even destroy the Jean Bart! Offensive Screenin g Diagram 23 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS COMBAT After all players complete movement, ships engage in combat. Ships make weapon attacks using the various gun batteries and torpedoes they mount. For one ship to fire at another, the target must be within the range and firing arc of the weapons the attacking player wishes to use. The attacking player then rolls various dice in a Breach Roll, applying any appropriate modifiers to the result, to determine whether the shot both hit and damaged the target. Players fire each weapon on a ship individually (making Breach Rolls for each weapon), and can fire as many or as few of their ship’s weapons at the target (or targets) as they wish, within the restriction described on the following pages. Unless otherwise stated, each weapon may be fired only once per turn; that is, each weapon only gets one Breach Roll per turn. Players choose the order in which they resolve the Breach Rolls for all the ship’s announced attacks. Resolve all attacks against one target before moving on to attacks by the same ship against another target. From turn to turn, this order can differ at the player’s discretion. For example, in Turn 1 the HML Leviathan fires a starboard broadside at a target with all weapons in range. The controlling player decides to fire a 6 IN gun battery first, then a 3 IN gun battery, then another 6 IN gun battery, and then follows that up with three more Breach Rolls for the remaining 3 IN gun batteries. The player may also fire the other weapons in other arcs at other targets, but once started he must resolve all the aforementioned weapons fire against the first target. On Turn 2, the player can fire all the same weapons at a target, but this time the 24 controlling player decides to make a Bracketing Fire attack with all four 3 IN gun batteries and then follow that with two Breach Rolls for the two 6 IN gun batteries. Players also choose the order in which they resolve attacks from all their ships, regardless of Type; from turn to turn this order can differ at the player’s discretion. All weapons fire is simultaneous, so any Slot (or even the ship itself ) destroyed during the turn can still fire (see Resolving Torpedoes, p. 38, for the exception). Slots Determine firing arcs, range and damage for all bowmounted weapons by drawing from the bow (front) hex, and for all stern-mounted weapons by drawing from the stern (last) hex. Where a side-mounted weapon is located on a ship depends on its Type. When determining firing arcs, range and damage arcs, use the following rules: Type 1 (2-hex ship): If a side-mounted weapon is in Slot 1, 2 or 3, the weapon is located in the bow (front) hex. If the side-mounted weapon is in Slot 4, 5 or 6, the weapon is located in the stern (back) hex. Types 2-3 (3-hex ship): Any side-mounted weapons are located in the center hex. Type 4 (4-hex ship): If a side-mounted weapon is in the Fore-Port or Fore-Starboard Location, the weapon is in the second hex (behind the bow hex). If a side-mounted weapon is in the Aft-Port or Aft-Starboard Location, the weapon is in the third hex (in front of the stern hex). 2 3 Turrets If a weapon Slot shows a white “T” icon (shown at right), it is mounted on a turret. Weapons mounted in turrets can be turned to 1 fire into arcs outside the standard arc where the weapon Slot is located, as shown on the Firing AArcs Diagram E at right. Turrets do not change the hex where a weapon is located; for D B a 12 IN Gun Battery with example 1 2 C a turret in a Bow hex of a Type 4 Ship is still mounted in the first 3hex for the purposes of counting range, E LOS, and so on. When making a Breach Roll, the playerD announces which arc the turret is facing; all turrets start every turn automatically facing the standard arcC where they’re mounted. 138mm 6/11 HEX TYPE 1 1 Firing Arcs 2 To fire a weapon, a player must determine if the target is in its firing arc and in range, and what the damage arc will be. The three firing arcs are based on ship Type, as shown 1 1 at right: Type 1, Type 2 & 3, and Type 4 firing arcs. 2 3 Determining Firing Arc TYPE 4 Firing Arcs extend from the firing ship to the edge of the playing area; weapon ranges are found on each Ship Card. 2 E To determine a firing arc, the player looks at the hex on the ship where the weapon is located (see Slots, p. 24) D and compares that to the firing arcs diagram at right. The C player then looks at the ship on the playing area and mentally extends the firing arc out until the player can determine if any part of the target ship falls into the firing arc of that weapon. If it falls completely outside the weapon’s firing arc, no attack can be made by that weapon TYPE 2 & 25TYPE 3 Firing Arc Diagrams CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN at that target ship this turn. If any part of the ship falls inside the firing arc, an attack can be made. Broadside Firing Arcs: Note that Type 4 ships have a Broadside firing arc. This means that all side-mounted weapons as well as bow and stern turret-mounted weapons can fire into the same arc on a side for a devastating broadside attack. determining Range Count the range in hexes to the target, starting with the hex adjacent to the attacking ship’s hex where the firing weapons are located, and follow the shortest path to the target, including the target hex. The path must be within the weapon’s firing arc. If the range in hexes is equal to or less than the range of the weapon in question, the player can fire the weapon at that target. If the range in hexes is greater than the weapon range—even if another part of the target is in range of the ship’s weapons mounted in another firing arc— the weapon cannot fire at that target this turn. The range of each weapon is noted on the Slot for that weapon on the Ship Card. For example, the British HML Leviathan mounts a 12 IN gun battery with an “8/16 Hex” notation in its Bow Location. The maximum hex range for the 12 IN gun battery is the second number, in this case 16 hexes: if a target is 16 hexes or closer, an attack can be made with the 12 IN gun battery. If the target is further away, no attack can be made that turn. SCENARIOS 26 Determining Damage Arc After determining that a target is in a weapon’s firing arc and range, players can determine the damage arc. All damage arcs are identical to firing arcs (see Firing Arc Diagrams, p. 25). Whether they act as firing arcs or damage arcs depends on whether a ship is the attacker or target. When determining damage arcs, treat all green hexes as orange hexes; i.e. they all fall into the Bow or Stern Arcs. To determine the damage arc on a target ship, the player notes the target ship Type and compares that to the Firing Arcs Diagram (see p. 25)—again all green hexes are considered the orange of bow hexes here—to determine which damage arc to use. The player then looks at the target ship on the playing area and extends the target ship’s damage arcs until the appropriate arc overlaps the hex on the attacking ship corresponding to the hex where the weapon the player is firing is mounted. This overlap marks the only Location on the target ship the attacking weapon can strike this turn. Broadside Damage Arcs: The Location against which a Breach Roll is made on a Type 4 Broadside Damage Arc is up to the attacking player; the player can choose to attack either the fore or aft side Locations. However, all attacks made by a ship into a broadside damage arc in a turn must be made against the same Location. In the Determining Firing Arcs, Range and Damage Arcs Diagram at right, Alex and Geoff have just finished movement and need to figure out what weapons, and against which targets, they can attempt to make Breach Rolls. As the British player, Alex starts, beginning with the HML Leviathan. Determining Firing Arcs, Range an d Damage Arcs Diag ram DETERMINING FIRING ARCS First, Alex looks at the Firing Arcs Diagram for a Type 4 ship and visualizes that around his Battleship. He then extends that arc to find which firing arcs intersect other ships and where. The HML Leviathan has a beautiful Starboard Broadside Firing Arc against the Jean Bart. The Pontbriand, on the other hand, is not in the Port Broadside Firing Arc, but instead is in both the Stern and Aft-Port firing arcs. Since it lies outside the broadside arc, this means that unlike the starboard shot, the twin 12 IN gun batteries in the Bow Location cannot fire at the Pontbriand, so Alex knows he’ll be pointing them at the Jean Bart. DETERMINING RANGE HML Leviathan Next, Alex counts the range from the HML Leviathan to the Jean Bart across the Starboard Broadside Firing Arc. Path A starts from the hex behind the bow (counting for the Fore-Starboard weapons), while Path D starts from the hex in front of the Stern (counting for the Aft-Starboard weapons); both paths 27 GAME SET-UP MOVEMENT SPECIAL CASE RULES END OF TURN SCENARIOS DETERMINING DAMAGE ARCS COMBAT Finally, having determined that the weapons on the HML Leviathan are in the right firing arcs and ranges, it’s time for the damage arcs. As with firing arcs, Alex visualizes the Type 4 damage arcs (remembering that damage arcs are the same as firing arcs) around the Jean Bart—also remembering that green hexes are the same as orange hexes—and then extends them back to the HML Leviathan. The Starboard Broadside Firing Arc envelops the second, third and fourth hexes of the HML Leviathan. That means he can decide whether all the Starboard-mounted weapons will fire into the Fore-starboard or Aft-Starboard Location. While he counted Path C for the 12 IN gun batteries when determining range that shot is not possible (i.e. into the Starboard Broadside Damage Arc) since the AftStarboard Damage Arc overlaps hex one of the 28 HML Anfield DETERMINING FIRING ARCS OVERVIEW HML Leviathan where the guns are mounted. As such, those guns can only fire into the Aft-starboard Location. Since Alex wants to concentrate all of his attacks into the same Location he chooses to fire all of the Forestarboard and Aft-Starboard weapons into the Aft-Starboard Location of the Jean Bart as well. Finally, for the Pontbriand he extends the Light Cruiser’s damage arc and sees that all attacks from the weapons in the Stern and AftPort Locations will be made against the Light Cruiser’s Port Location. Next, Alex goes through the same process for the HML Anfield. After mentally placing the firing arcs around the Type 1 ship and extending them, he finds that the Jean Bart is in the Starboard and Bow firing arcs, while the Pontbriand is also in the Bow Firing Arc. However, he knows he’s going to try to place all shots at the Jean Bart, so he ignores the Pontbriand because it’s outside the Port Firing Arc. DETERMINING RANGE are 7 hexes. A quick glance at his Ship Card lets Alex know that all weapons in both Locations are in range at 7 hexes. Now he looks at the Pontbriand to count hexes. First he counts along Path E for the Stern Firing Arc, coming up with 5 hexes; the single gun battery in that Location is easily in range. Then, as the Port Broadside Firing Arc is not in use, the range for the weapons in the Aft-Port and Fore-Port Locations draw different paths: Path F (6 hexes) and Path G (7 hexes), respectively. Once more he looks at the weapons in both Locations. Even with the difference in range for the Fore-Port Location, all weapons are in range. Finally, Alex has the two 12 IN gun batteries on turrets in the Bow Location. He already knows he can’t fire them at the Pontbriand and so looks at the Jean Bart. In this instance, he counts two paths, B or C. The range is 7 and 8 hexes, respectively, so he’s in range regardless of which one he chooses. CONTENTS/ CREDITS Next, he counts the range. Counting for the 3 IN gun battery in the Bow (Path H) gives him 9 hexes along the Bow Firing Arc, which puts the gun battery out of range. Luckily for Alex, that weapon is mounted on a turret and so can be turned to fire through the Starboard Firing Arc. Counting along Path I puts the Jean Bart at 8 hexes, meaning the 3 IN gun battery on the bow turret and the 3 IN gun battery in the Starboard Location are in range. DETERMINING DAMAGE ARCS DETERMINING DAMAGE ARCS Finally, Alex extends the damage arcs from the Jean Bart back to the HML Anfield and finds that the Fore-Starboard Damage Arc envelopes the Anfield’s Bow hex, so all shots from the Destroyer will strike into the Fore-Starboard Location. Finally, he extends the HML Leviathan’s damage arcs back to the Jean Bart. Just like Alex, Geoff has the choice of firing all of the Jean Bart’s Starboard weapons into either the Fore-Starboard or Aft-Starboard Locations. DETERMINING DAMAGE ARCS DETERMINING RANGE He then counts the range to the target ship, back along Path A. He knows that whether he starts from the second hex behind the Bow hex or the hex in front of the Stern hex (for the weapon in the Fore-Starboard and Aft-Starboard Locations, respectively), he’ll get 7 hexes. A quick check of all weapons shows that they are all in range. Geoff extends the firing arcs from the Pontbriand and determines that the HML Leviathan is in the Port Firing Arc while the HML Anfield is in the Bow Firing Arc. Per his tactics with the Jean Bart, Geoff ignores the Anfield and concentrates on the Leviathan. The range for the 138mm gun battery in the Bow Location is drawn along Path E (because Geoff is rotating the turret into the Port Firing Arc) for a total of 5 hexes. Geoff then draws from the center hex of the Pontbriand along Path J for the four 64mm gun batteries in the Port Location, coming up with 5 hexes as well. Finally, he draws along Path F for the 138mm gun battery, mounted on a turret in the Stern, and comes up with 6 hexes. All weapons are in range. DETERMINING DAMAGE ARCS DETERMINING FIRING ARCS Geoff extends the firing arcs and finds that the Starboard Broadside Firing Arc envelopes the HML Leviathan at hexes 2, 3 and 4 on the enemy ship. He also finds that the ForeStarboard Firing Arc envelopes the HML Anfield on that ship’s Bow hex, while the Bow Firing Arc envelops the Anfield’s Stern. Like Alex, however, Geoff has no intention of splitting his fire while the HML Leviathan is still so strong, and so he concentrates all his fire on that ship and ignores the Destroyer. DETERMINING DAMAGE ARCS Now it’s Geoff’s turn. He just watched Alex do this and he’s starting to get the hang of the process; he begins with his Jean Bart. Pontbriand DETERMINING FIRING ARCS Jean Bart Since the 274mm gun batteries can only fire into the Aft-Starboard Location (as that is the damage arc that overlaps the Jean Bart’s Bow hex where those weapons are mounted), Geoff decides to make all Breach Rolls for all weapons against the Aft-Starboard Location on the HML Leviathan. Finally, Geoff extends the damage arcs back from the HML Leviathan to the Pontbriand and finds that the weapons in the Pontbriand’s Port and Stern Locations will fire into the Aft-Port Location, while the Bow-mounted weapon will make its attack against the Stern Location of the HML Leviathan. 29 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Firing Weapons: The Breach Roll If the target lies within the range and firing arc of a Gun Battery Slot, the player makes the attack with a Breach Roll. For each such weapon attack, the player rolls a number of dice, as determined below: Weapon Dice: First, the attacker must determine the Weapon Dice. Look at the attacking Ship Card and the weapon Slot that is firing. As discussed under Dice (see p. 8), Weapon Dice icons are separated by a line: the top (or left, in the case of Bow or Stern) Weapon Dice icon is used if range to the target is equal to or less than the first value noted on that weapon Slot. The Weapon Dice icon on the bottom (or right, for Bow or Stern) is used if range to the target is equal to or less than the second value, but more than the first value noted on that weapon Slot. For example, the HML Raven’s 3 IN gun batteries have a “4/8 Hex” notation: if the target ship is 1 to 4 hexes distant, the first Weapon Die (DBlue) is used. If the target ship is 5 to 8 hexes distant, the second Weapon Die (DGreen) is used. Crew Dice: If a Crew Slot exists in the same Location as the weapon, add the color die indicated by the Crew Slot. Only a single Crew Die can be added to each Breach Roll, even if multiple Crew Slots exist in the same Location. Location Dice: Next, the attacker must add the target Location Dice. Having determined the damage arc, look at the target Ship Card and the appropriate Location on it to determine the Location Dice to be added to the attack. If the target ship did not move forward into a new hex this turn, use the Location Dice icons set against the red (i.e., stop!) arrow; if the target ship moved forward into a new 30 hex this turn, use the Location Dice icons set against the green (i.e., go!) arrow. Slot Dice: Finally, add a single Slot Die (D6)—or more, based on the type of attack—and roll all dice for the Breach Roll. The above Breach Roll describes the standard “fire at will” attacks used in the Lieutenant’s Manual. However, these Commander’s Rules make several types of attacks available to players, which may modify how the Breach Roll is made (see Types of Attack, below). Types of Attack Table Slot Icon None* Type of Attack Fire at Will Saturation Fire Bracketing Fire *This is the standard, default attack. Types of Attack Depending on the type of weapon, the player can choose one of the following attacks. The types of attack a specific weapon can make are based on icons that appear on the specific weapon Slot on the Ship Card. If an attack is described as optional below, the player chooses every turn whether or not to use that type of attack. If the attack is not described as optional, treat it as the default attack type for the weapon in question. Fire at Will: A Fire at Will attack is a standard attack where the player rolls the dice and follows the rules as outlined above. No icon exists for this type of attack, as it is the default for gun batteries. Saturation Fire: Some gun batteries are so powerful that the sheer saturation of firepower can damage multiple Slots. For those gun batteries, Saturation Fire is their standard default attack. For a Saturation attack, add another Slot Die for each white square. This is in addition to the standard single Slot Die, meaning an attack from such a weapon can damage multiple Slots simultaneously. In addition, a Slot Die from a weapon with the Saturation Fire icon doesn’t ignore a Miss Slot (see p. 32), but instead treats it as a re-roll; even if the player re-rolls a Miss Slot again, he re-rolls once more until he rolls a non-Miss Slot. Bracketing Fire (Optional): A Bracketing Fire attack allows a player to coordinate the fire of all weapons of the same size against a target ship in an effort to breach a Slot. Whenever a player announces a Bracketing Fire attack, the player designates the primary weapon and selects the appropriate Weapon Dice. The player then adds those Weapon Dice (regardless of the ranges of the additional gun batteries, though the target must still be within the maximum range of any weapons used) for each gun battery added to the attack (if a player ends up not having enough Weapon Dice, simply re-roll additional Weapon Dice as needed). The attacking player should also add all appropriate Crew Dice from any Location where gun batteries are fired. The player makes a Preliminary Breach Roll, tossing all these dice and then choosing the best two Weapon Dice and the best single Crew Die (if applicable; even if multiple Crew Dice are rolled, only a single die is selected). The player then makes the rest of the Breach Roll by rolling the appropriate Location and Slot dice. (Only add a single Slot Die; unless the weapon Slots also contain a Saturation Fire icon, a Bracketing Fire attack can only strike a single Slot.) A player need not add all gun batteries of the same size to a Bracketing Fire attack, but instead can choose to fire some as Bracketing Fire and others at will. In addition, a Slot Die from a Bracketing Fire attack doesn’t ignore a Miss Slot (see p. 32), but instead treats it as a re-roll; even if the player rerolls a Miss Slot again, he re-rolls once more until he rolls a non-Miss Slot. 31 During a turn, Chad looks at his Ship Card and realizes he has four 3 IN gun batteries at 4-hex range to a target ship hex, and two 3 IN gun batteries at a range greater than 4 hexes to the same target ship hex (the latter two are mounted in a different Location further away from the target). The two weapons at longer range have a Crew Slot, while the four at shorter range do not. Chad decides to fire two of the 3 IN gun batteries at the shorter range, using Fire At Will attacks. He makes standard Breach Rolls, both with a DBlue Weapon Die. For the rest of the 3 IN gun batteries, he plans to make a Bracketing Fire attack and adds the following Crew and Weapon Dice: DBlue (3 IN gun battery, the designated primary weapon) + DBlue (second 3 IN gun battery at shorter range) + DGreen (Crew Slot in the Location of the two 3 IN gun batteries at longer range) + 2DBlue (the two 3 IN gun batteries at longer range; normally they would use a DGreen, but this is a Bracketing Fire attack, and so they match the dice of the primary weapon). He makes his Preliminary Breach Roll of 4DBlue and a DGreen, and then selects the two best DBlue results and the DGreen. With that number determined, he selects the appropriate target Location Dice (in this instance, 2DBlue; he made a Preliminary Breach Roll so he could tell the Bracketing Fire Weapon Dice from the Location Dice). Next, he adds a single Slot Die and makes the rest of the Breach Roll, adding the 2DBlue Location Dice results to those of the original 2DBlue Weapon Dice and DGreen Crew Die. This gives him a final Breach Roll result, which he compares to the Breach Number in the indicated Slot. CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Slot Numbers After making the Breach Roll, check the result of the Slot Dice against the Slot Numbers in the target Location to determine the Slot(s) on the target where the shot will hit. Miss Slots: If a Slot Die indicates a Miss Slot, then the shot misses regardless of the Breach Roll result or Breach Number (this outcome represents a thin profile on a given ship). Armor Slots: For each Armor Slot in a Location, apply the Breach modifier noted for the Armor Slot on the Ship Card to all Breach Numbers in that Location. These modifiers are cumulative, so multiple Armor Slot modifiers stack. For example, in the Jean Bart’s Fore-Port Location, the Breach Numbers printed on the Ship Card are: 13, 14, 15, 17, 17 and 16. However, as long as both Armor Slots (which each provide a +1 Breach modifier) haven’t been destroyed, the Breach Numbers are actually 15, 16, 17, 19, 19 and 18. As soon as the first Armor Slot is destroyed, the Breach Numbers drop to 14, 15, 16, 18, 18 and 17. Damage If the Breach Roll result is less than the Breach Number, nothing happens (the weapon missed, struck but failed to breach the armor of the target ship, and so on). If the Breach Roll equals or exceeds the Breach Number in the appropriate Slot, the attack succeeds and the Slot is destroyed. The target ship’s controlling player marks off that Slot by circling it. Doing this serves to remind the player which Slots are still active after being destroyed, as damage doesn’t take effect until the end of the turn. At the end of each turn, all players draw a hash mark through any circled Slots. Armor, Crew, Gun Battery and Torpedo Slots: The Slot is destroyed, and starting on the following turn cannot be used for the rest of the game. 32 Engine Slot: The Slot is destroyed, and starting in the following turn cannot be used for the rest of the game. For example, the French Jean Bart Battleship (Type 4) has a Starting MP of 5 (it has five Engine MP 1 Slots). At the start of a turn after two Engine Slots were destroyed, the player can either subtract those Slots’ 2 MP from the Starting MP or add up the three remaining Engine Slots (1 MP each) to arrive at the 3 MPs available that turn. The player can also simply cross off the “5” Starting MP value and write in “3.” Steering Gear Slot: The Slot is destroyed, and starting on the following turn cannot be used for the rest of the game (see Steering Gear, p. 17). Tesla Coil Trim Tank Slot: The Slot is destroyed. Starting on the following turn, an attacking ship with a destroyed Tesla Coil Trim Tank Slot applies a –1 modifier to all its Gun Battery Breach Rolls; this does not include any Torpedo attacks, which are unaffected. If multiple gun batteries are used in a Bracketing Fire attack, only a single Breach Roll is made and so the Tesla Coil Trim Tank modifier only applies once to the Breach Roll (not multiple times for each gun battery involved in the attack). Finally, this modifier is cumulative, so a ship with four Tesla Coil Trim Tank Slots destroyed would apply a –4 modifier to all its Gun Battery Breach Rolls. (Hint: Players may wish to keep track of destroyed Tesla Coil Trim Tank modifiers by writing on the illustration area of the Ship Card.) Multiple Slots: When rolling multiple Slot Dice (see Saturation Fire, p. 31), if the Breach Roll result equals the Breach Number in each Slot rolled, then all the Slots are destroyed; if the Breach Roll equals the Breach Number in only one Slot, then only one Slot is destroyed; if it equals neither, then both miss. Previously Destroyed Slots (Critical Damage) If a Slot Die indicates a previously destroyed Slot—including one destroyed in the same turn— some type of critical failure may occur in that Location. Immediately re-roll the Slot Die for one of two results as indicated below, even if the Location contains only a single undestroyed Slot. If the re-roll indicates a Miss Slot, roll again; if there is only a Miss Slot in a Location an automatic Breaking The Keel Roll occurs (see at right). •• Re-roll Indicates Un-Destroyed Slot: If the re-roll indicates a Slot not yet destroyed, compare the Breach Roll result against the Breach Number of the new Slot (all modifiers still apply except Armor Slot modifiers, which are ignored). If the result is equal to or greater than the Breach Number, the shot found a critical weakness in the already damaged Location and that Slot is destroyed. •• Re-roll Indicates Already Destroyed Slot: If the reroll indicates a previously destroyed Slot (including the Slot originally rolled), compare the original Breach Roll result against the Breach Number of the new Slot (all modifiers still apply except Armor Slot modifiers). If the result is equal to or greater than the Breach Number in the newly indicated Slot, a massive critical failure may occur, breaking the ship’s keel and outright destroying the vessel (see Breaking The Keel at right). (Note that on some ships, the first few Slot destructions will not provide enough of a modifier to potentially destroy the ship in this fashion.) Whenever players re-roll Slot Dice, if the Breach Roll result is less than the Breach Number, no additional damage is done. Breaking The Keel: Whenever a Breaking The Keel situation occurs, the attacking player immediately rolls 2DRed (even if this occurs in the middle of resolving fire), applying a +1 cumulative modifier to the roll result for each Slot destroyed on the target ship (including any Slots destroyed in the current turn). In addition, apply a +1 cumulative modifier for each Slot destroyed in the Location struck; this means any Slots in that Location apply a +2 modifier. Finally, apply a +1 modifier for any Miss Slot in the Location struck. If this modified result equals or exceeds the Structural Integrity of the ship, as shown on the Ship Card, the ship is automatically destroyed (this occurs at the end of the turn, so the ship can still firing all its weapons if it’s not yet done so). If a Breach Roll is made against a Location where all Slots have previously been destroyed, and the result equals or exceeds the Breach Number in the indicated Slot, a Breaking the Keel Roll is automatically made (players need not re-roll the Slot Dice). Destroying a Location (Breaking the Keel) Any time a Location is destroyed (meaning all the Slots in that Location are destroyed; Miss Slots are considered “destroyed” for this determination), the attack may break the keel and outright destroy the ship. Use the rules above for breaking the keel to determine modifiers for a Breaking the Keel Roll. If a player rolls multiple Slot Dice for a weapon and the target Location is destroyed, and there are Slot Dice remaining that have not been allocated, make a Breaking the Keel Roll for each Slot Die unassigned. Attacks made against a destroyed Location still must equal or exceed the Breach Number in any Slot to affect the target ship. 33 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS In the Determining Firing Arcs, Range and Damage Arcs Diagram (see p. 27), Alex and Geoff have determined what weapons can fire and where they might strike. The two players begin making Breach Rolls. in Slot 1 shows a higher number; the listed Breach Number of 13 is raised to 15 for the two Armor Slots in that Location, but the Breach Roll result is still higher. The 138mm Gun Battery Slot is destroyed! Geoff circles the Slot. HML Anfield Breach Rolls HML Leviathan Breach Rolls Alex starts first, getting the HML Anfield out of the way before moving on to the raw power of the HML Leviathan. Looking at his Ship Card, he notes that both 3 IN gun batteries (from the Bow and Starboard Locations) will use a DGreen Weapon Die in place of a DBlue. He’s got crew in both Locations, and so will add a DGreen to each roll. He could make a Bracketing Fire attack, but he decides against it and tries for some luck instead. He then looks at the Jean Bart’s ForePort Location. He knows the Jean Bart entered a hex this turn during movement, so he looks at the green arrow and notes the red and yellow Location Dice icons. He grabs one D6 Slot Die and makes a Breach Roll with the following results: Weapon Die (DGreen) = 3, Crew Die (DGreen) = 2, Location Dice (DRed and DYellow) = 6 and 5, Slot Die (D6) = 3. Adding the Weapon, Crew and Location dice together gives him a Breach Roll result of 16. Comparing the Breach Roll result to the Breach Number in Slot 3 (the result of the Slot Die) shows a lower number, but the listed Breach Number of 15 increases to 17 because of the two Armor Slots in that Location. The Slot is not destroyed. Alex makes another Breach Roll with the same dice (everything is the same for range, Crew Slots, Location and so on) and gets the following results: Weapon Die (DGreen) = 2, Crew Die (DGreen) = 3, Location Dice (DRed and DYellow) = 8 and 4, Slot Die (D6) = 1. Adding the Weapon, Crew and Location dice together gives him a Breach Roll result of 17. Comparing that result against the Breach Number Now it’s time for the clash of titans, and Alex reviews his HML Leviathan’s Ship Card. He can fire his guns in any order he wants; he decides to unleash his big guns first to see if he can open some holes that his smaller guns might exploit. For the first 12 IN gun battery, he starts with the DBlack Weapon Die, then adds a DGreen Crew Die, then the DRed and DYellow Location Dice. Finally, he notes the square icon on the Slot and adds 2D6 for that weapon’s Saturation Fire attack. He makes the Breach Roll and gets the following results: Weapon Die (DBlack) = 8, Crew Die (DGreen) = 3, Location Dice (DRed and DYellow) = 8 and 5, Slot Dice (2D6) = 2 and 4. The Breach Roll Result is 24! That great result destroys Slots 2 and 4. Geoff circles both Slots. Everything remains the same for the second 12 IN gun battery, and so Alex makes another roll with all the same dice. He gets the following results: Weapon Die (DBlack) = 6, Crew Die (DGreen) = 2, Location Dice (DRed and DYellow) = 4 and 7, Slot Dice = 5 and 6. The Breach Roll result of 19 once again defeats both Breach Numbers on Geoff’s Battleship, destroying Slots 5 and 6! Geoff circles both Slots. Next, Alex rolls for his two 6 IN gun batteries. He starts with a DBlue Weapon Die, adds a DGreen Crew Die, then the DRed and DYellow Location Dice, and finally the Slot Die. He makes the Breach Roll and gets the following results: Weapon Die (DBlue) = 3, Crew Die (DGreen) = 3, Location Dice (DRed and DYellow) = 3 and 5, Slot Die = 3. The Breach 34 Roll result of 14 fails against the Breach Number, which is given as 15. Alex makes the Breach Roll for the second 6 IN gun battery with the following results: Weapon Die (DBlue) = 4, Crew Die (DGreen) = 3, Location Dice (DRed and DYellow) = 4 and 5, Slot Die (D6) = 1. The Breach Roll result of 16 destroys the Slot. Now it’s decision time. That section of the enemy ship only has one Slot left, and Alex has already rolled it this turn. The chances of rolling it again are diminishing, so trying for a high Breach Roll result by firing all four of the 3 IN gun batteries in a Bracketing Fire attack may not do any good. Alex realizes that, since the Jean Bart has 5 destroyed Slots in the Aft-Starboard Location, any attacks against that Location offer an excellent chance of striking a previously destroyed Slot, even with the Slot die re-roll. If the Breach Roll result is high enough, he’ll get a Breaking the Keel Roll… and with the +11 modifier for the 6 destroyed Slots (5 in the target Location and 1 outside the target Location), if he rolls a 19 or 20 on the 2DRed, he just might destroy the Jean Bart! It’s a long shot, but he decides to go for it. He grabs a DGreen Weapon Die, a DGreen Crew Die, DRed and DYellow Location Dice and the Slot Die, and then makes four separate Breach Rolls for each of the four 3 IN gun batteries. The Breach Roll and corresponding Slot Die results for each are: 8 and 1; 11 and 3; 19 and 6; 17 and 5. The first roll struck a previously destroyed Slot, but the abysmal result of 8 means that regardless of any re-roll, he’s not going to do any additional damage. Alex moves on to the second Breach Roll. On that one, he managed to strike the last remaining Slot again, but the Breach Roll result is still too low and that pesky Slot remains undestroyed. The third Breach Roll result of 19 has promise. Slot 6 was previously destroyed, so Alex re-rolls the Slot Die for a result of 4, which once again is a previously destroyed Slot. The Breach Roll result of 19 equals or exceeds the Breach Number in that Slot, and so Geoff makes an immediate Breaking the Keel Roll. He grabs 2DRed and rolls for a result of 7 and 9. Adding the +11 modifier for the 5 destroyed Slots brings the total up to 27… close, but not good enough. The final Breach Roll result of 17 also looks promising. Once again, as the Slot Die result indicates a previously destroyed Slot, Alex rerolls the die and comes up with 3! This time he’s got luck on his side; the Breach Roll result of 17 is equal to or greater than the Breach Number in that Slot, so the Slot is destroyed! Geoff circles the Slot. The destruction of a Location triggers a Breaking the Keel Roll, so Geoff nervously tosses 2DRed and gets a result of 5 and 8. Adding the +13 modifier for all the destroyed Slots brings it up to 26. The Jean Bart has taken a pounding, but it’s a Battleship… it’s got life left in it. Even after all of that heavy metal the HML Leviathan threw at the Jean Bart, it’s still got some potential damage to throw at the Pontbriand. Alex has a 9.2 IN gun battery in the Stern and two 3 IN and a 6 IN gun batteries in the Aft-Port Locations to fire at the French Light Cruiser. Starting with the 9.2 IN, Alex grabs a DRed (the target is inside 7 hexes), there’s no Crew Dice to add, then he adds in the DBlack Location Dice for the Pontbriand, and finally adds in two Slot Dice (the weapon Slot has the white square of a Saturation Fire attack). The roll generates the following results: Weapon Die (DRed) = 5, Location Dice (DBlack) = 7, Slot Dice (2D6) = 1 and 5. Comparing the 12 Breach Roll result against the Port Location, the Breach Number in Slot 1 is only 11 and is destroyed (Geoff circles the Slot), while the Breach Number of 15 in Slot 5 means it’s not destroyed. 35 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT He then fires the 6 IN gun battery. He selects a DYellow Weapon Dice, this time is able to add a DGreen Crew Dice and already knows to add the DBlack Location dice, but only adds in a single Slot Dice. The dice roll result is the following: Weapon Die (DYellow) = 7, Location Dice (DBlack) = 7, Crew Die (DGreen) = 1, Slot Dice (1D6) = 5. Since he just had to compare the last Breach Roll against the 15 Breach Number in Slot 5, he knows right away he’s destroyed that Slot as well with a 15 Breach Roll result (once more, Geoff circles the Slot). Finally, he’s got the two 3 IN gun batteries. He’s been having good luck, so he rolls them separately as opposed to making a Bracketing Fire attack. Both attacks use a DGreen Weapon Dice (since the Pontbriand is more than 4 hexes away), the DGreen Crew Dice and a DBlack Location Dice. Alex comes up with a Breach Roll result of 9 for Slot 3, and 11 for Slot 4, neither of which are good enough to destroy either slot. COMBAT Jean Bart Breach Rolls SPECIAL CASE RULES END OF TURN SCENARIOS Time for Geoff to strike back after that terrible beating. He begins with the Jean Bart, trying to pay the HML Leviathan back. Geoff starts with his big guns. At exactly 7 hexes in range, he can use the DRed Weapon Die. He adds a DGreen Crew Die and finally, looking at the Aft-Starboard Location on the HML Leviathan, he adds a DRed and DYellow Location Dice because the Leviathan entered a hex during the movement portion of the turn. Finally, the square icon on the 274mm Gun Battery Slot lets him know this gun can make a Saturation Fire attack, and so instead of a single Slot Die, he adds 2D6 Slot Dice. He rolls and gets the following results: Weapon Die (DRed) = 1, Crew Die (DGreen) = 2, Location Dice (DRed and DYellow) = 7 and 6, Slot Dice (2D6) = 2 and 6. Comparing the Breach Roll result of 16 against 36 the Breach Numbers in Slots 2 and 6, respectively, shows a higher number for Slot 2 (destroying the 3 IN gun battery there) and a lower number for Slot 6. Slot 6 is not destroyed; Alex circles Slot 2. Everything is the same for the other 274mm gun battery, and Geoff makes the same Breach Roll with the following results: Weapon Die (DRed) = 5, Crew Die (DGreen) = 4, Location Die (DRed and DYellow) = 5 and 8, Slot Dice (2D6) = 3 and 3. He then compares the Breach Roll result of 22 against Slot 3. The Breach Number, even with the Armor Slot, is 15, and so Geoff’s attack easily destroys the Slot. Alex circles that Slot. For the second Slot Die result of 3, Geoff re-rolls that die and comes up with another 3! Instead of tumbling around in that Location and potentially destroying other Slots, the shot has rammed further into the ship, forcing a Breaking the Keel Roll. However, even though the Breach Roll result is high enough, Alex knows he doesn’t have to make the roll because the HML Leviathan has only one Slot destroyed. Even a perfect 20 result on the 2DRed roll and the +2 modifier for the destroyed Slot in that Location won’t equal, let alone exceed, the Leviathan’s Structural Integrity of 30. The Battleship simply hasn’t taken enough damage for any possibility of the keel breaking at this point. Next, Geoff rolls for the first of three 138mm gun batteries. He already knows the Location Dice are a DRed and DYellow, so he adds the DBlue Weapon Die (he’s just outside the DYellow range, unfortunately) and then adds the DGreen Crew Die and a Slot Die. He makes the Breach Roll and gets the following results: Weapon Die (DBlue) = 3, Crew Die (DGreen) = 2, Location Dice (DRed and DYellow) = 6 and 5, Slot Die = 4. The Breach Roll result of 16 against the Breach Number of 17 (modified to 18 for the Armor Slot) means that Slot is not destroyed. Frustrated, Geoff decides to make a Bracketing Fire attack with his remaining two 138mm gun batteries. He starts with the DBlue Weapon Die, then adds another DBlue Weapon Die for the other 138mm gun battery. He’s got Crew Slots in both Locations and so adds 2DGreen. He makes the preliminary Breach Roll with the following results: Weapon Dice (2DBlue) = 3 and 6, Crew Dice (2DGreen) = 3 and 2. He gets to keep both Weapon Dice results, but must choose only one Crew Die, so he picks the 3. He finishes up the Breach Roll by rolling the DRed and DYellow Location Dice (along with the D6 Slot Die) and gets the following results: Location Dice (DRed and DYellow) = 4 and 5, Slot Die = 6. He adds the total results from both rolls and comes up with 21! Even with armor bumping the Breach Number in Slot 6 from 17 to 18, he destroyed the Slot; Alex circles the Slot. Finally, Geoff throws a Breach Roll for his last weapon, the 75mm gun battery in the Aft-Starboard Location. He gets the following result: Weapon Die (DBlue) = 4, Crew Die (DGreen) = 1, Location Dice (DRed and DYellow) = 10 and 2, Slot Die = 5. Once more, even though the Armor Slot is destroyed, the damage isn’t applied until the end of the turn, so the Breach Roll result of 17 doesn’t destroy the Tesla Coil Trim Tank Slot (its Breach Number of 17 is still bumped up to 18 because of the Armor Slot). Very disappointing damage, considering what the HML Leviathan did…Geoff will try a new tactic next turn. Pontbriand Breach Rolls Frustrated that he couldn’t break through the high Breach Numbers and do much damage to the HML Leviathan from the Jean Bart, Geoff decides not to take any chances and announces a Bracketing Fire attack with all four of his 65mm gun batteries. He starts with a DGreen for the primary gun, then adds three more DGreen (he knows he’ll have to reroll some dice, as Alex and Geoff don’t have that many Leviathans dice yet), then adds a DBlue for his Crew Die and makes the preliminary Breaching Roll with the following results: Weapon Dice (4DGreen) = 4, 3, 1, and 4, Crew Die (DBlue) = 5. He can only keep two of the four Weapon Dice results, so he selects both 4s. He finishes up the Breach Roll with a DRed and DYellow Location Dice and a Slot Die, and gets the following results: Location Dice (DRed and DYellow) = 3 and 8, Slot Die = 5. That gives him a Breach Roll result of 24, which easily destroys the Telsa Coil Trim Tank Slot in the Aft-Port Location! Finally, while both 138mm gun batteries (one each in the Bow and Port Locations) can make Bracketing Fire attacks and both are turned to fire through the Port Firing Arc, the damage arcs are different (Stern and Aft-Port, respectively), so they can’t be bracket-fired this turn. Geoff decides to fire them separately. The stern-mounted 138mm gun battery Breach Roll provides the following results: Weapon Die (DYellow) = 5, Location Dice (DRed and DYellow) = 7 and 5, Slot Die = 3. The Breach Roll result of 17 exceeds the Breach Number of 14 (bumped to 15 for the Armor Slot in that Location) and so that Slot is destroyed. The bow-mounted 138mm gun battery Breach Roll provides the following results: Weapon Die (DYellow) = 7, Crew Die (DGreen) = 1, Location Dice (DBlue and DRed) = 3 and 5, Slot Die = 5. Despite some low dice rolls, the weaker Stern gun battery’s Breach Roll result of 16 is still enough to destroy Engine Slot 3. That helped make up for the Jean Bart this turn! 37 special case rules CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Though the following rules occur before combat, they are organized after combat for ease of reading and understanding the rules. In all instances a player must have an understanding of combat resolution to fully understand how these additional Special Case Rules work. torpedoEs The following rules apply to torpedoes. LOS: Torpedoes use LOS (see p. 11) when determining if an attack occurs. Hint: In large games, movement may become bogged down excessively if players spend too much time tracking every possible move to avoid a torpedo’s LOS. In such instances, each player group will need to create their own time limit rules for torpedoes and to keep the game flowing smoothly. Players can also use Fog Of War Torpedoes to speed up a game (see p. 61). Firing Torpedoes (Before Movement) Before movement begins in a turn, a player that plans on making a torpedo attack must announce he is firing an aerial torpedo. He should place a Torpedo Launch marker in the hex (called the Launch Hex) where the Torpedo Slot is located on the attacking ship; for Type 1 ships firing a torpedo from a side Location, the token is placed in the hex numerically corresponding to the Slot as described under LOS (see Slots, p. 24). Then place the corresponding Torpedo Target marker in the Target Hex (with the corresponding numerical value facing 38 up), which can be empty or even occupied by another ship. This marker need not be at the maximum range of an aerial torpedo, but can be any number of hexes away from the attacking ship, as determined by the player, up to the torpedo’s maximum range as shown on the Torpedo Slot on the Ship Card. As previously mentioned, all torpedo markers are placed before movement occurs. Firing Arc: The Target Hex must be in the firing arc of the Location where the torpedo is mounted. Hint: Because torpedo resolution is determined by LOS, players may find it useful to pull out the string at this stage and draw the LOS between the Launch and Target Hexes for each torpedo so they know exactly where the attack will occur. Resolving Torpedoes (After Movement) After all movement has occurred, at the start of combat for that turn and before any gun batteries are fired, determine if there are any targets along the LOS (see p. 11) for any fired torpedoes. Using the string from the box, draw the LOS from the Launch Hex to the Target Hex for each torpedo. If any ship, friendly or enemy, occupies a hex along that LOS (except the Launch Hex; see p. 39), the torpedo automatically attacks that target; if there are multiple ships, the torpedo targets the ship closest to the Launch Hex. If the LOS passes exactly between two hexes that are both occupied by ships, randomly determine which ship hex is attacked. The controlling player of a launched torpedo makes a standard Breach Roll, but do not add the target ship’s Location Dice to the roll; Crew Dice are also never added to this roll. If the Breach Roll is successful, the indicated Slot is destroyed. If the Breach Roll fails, the action of that torpedo is finished; it does not move on to attack another ship in the LOS, if any. (Hint: In a large game with a lot of torpedo action, trying to remember who fired which torpedoes can be difficult. It’s usually easier to have the controlling player of the targeted ship make the Breach Roll.) The order for resolving torpedoes is completely up to the controlling player. Broadside Arcs: When a torpedo attack is resolved against a broadside arc, roll 1D6: a result of 1-3 = a Fore Location; a result of 4-6 = an Aft Location. (Hint: In large games, with numerous torpedoes on the playing area, a player group may wish to simply roll a single die for all torpedo attacks against a ships’ Broadside arc to cut down on the number of rolls to help speed up play.) Damage Arc: If there is any question of where the damage occurs, use the standard rules for determining a Location by extending the target ship’s damage arc back to the torpedo’s Launch Hex. Determining Damage: As previously noted, unlike all other attacks, damage from torpedoes is applied immediately, so destroyed Slots (or ships) cannot be used in this turn’s combat. Launch Hex: The Launch Hex of a torpedo is never counted in the LOS. As such, the ship firing the torpedo is never in the LOS, whether it remained stationary, or it moved a hex (or more) and part of the ship is still in the Launch Hex. This also means if the firing ship exits the Launch Hex and another ship moves into that hex, it cannot be hit by that torpedo as that hex is not counted along the LOS. In any instance above, however, if any other part of the ship occupies any hex along the LOS outside of the Launch Hex, including the firing ship, then the torpedo will attempt to strike the ship. Miss Slot: If a torpedo Breach Roll indicates a “Miss Slot” it does not continue; the torpedo is still “spent” and its markers are removed. Ship Repairs: Slots destroyed by a torpedo cannot be repaired in the turn they’re destroyed (see p. 46). m ng Torpedoes Diagra ri Fi 39 In the Firing Torpedoes Diagram on CONTENTS/ the previous page, Talon is fielding CREDIT S three French ships—the Jean Bart (Type 4), Lave (Type 2) and Montcalm (Type 1)—against Justin’s British force, the HML Leviathan (Type 4) and HML Trafford OVERVIEW (Type 1). At the start of a turn, before any movement occurs, all torpedoes are fired. Talon lost the Initiative, so he fires his torpedoes first. GAME Looking at the Jean Bart, he sees SET-UP the ship has a torpedo Slot in the AftPort and Aft-Starboard Locations. He decides to only fire the Aft-Port torpedo, as he feels it’s the only one MOVEME NT will be effective in the current that situation. At first, he looks to fire his torpedo in front of the HML Leviathan. After visually extending the side firing arcs (the blue of the COMBAT Jean Bart’s firing arc is the furthest hex row toward the HML Leviathan that the torpedo can be fired), he realizes SPECIhe’s AL not going to come close to the ship. Instead, as he sees his opponent CASE is attempting to flank his vessels RULES by zipping the HML Trafford down his left side, he decides to throw the torpedo out there to see if he can END OF TURNmake something happen. He places a Torpedo Launch Marker 1 in Hex 3 of the Jean Bart (the hex of the ship where the torpedo Slot is located) and then counts the shortest path to the hex SCENARIOS he wants to target (the solid green line), which happens to be 18 hexes, the maximum distance. In Hex A, he then places a Torpedo Target Marker 1. Finally, he draws a quick LOS with the string (the dotted line of the same color) so he knows the potential strike path for the torpedo is exactly where he wants it. He then looks at his Montcalm and its one torpedo Slot in the Port Location (again, he ignores the other Slot, as it’s not effective this turn). As the HML Leviathan is just inside the Port Firing Arc, Talon decides to send the torpedo right up the line past the British ship. This way, even if Justin decides not to move the HML Leviathan, he may still be hit by a torpedo. Talon counts to just behind the HML Leviathan, 12 hexes. He places a Torpedo Launch Marker 2 in Hex 1 of the Montcalm (the hex where the Slot is located, since it’s in the first 3 Slots) and a Torpedo Target Marker 2 in the target Hex B. He doesn’t have to draw LOS, as it’s the same as the shortest path. Next, Talon looks at the Lave. This is his key torpedo ship with its two Slots in the Starboard Location (as before, he ignores the other two Slots, as they have no effect this turn). First, he wants to anticipate the movement of the HML Leviathan. He knows that the ship must move forward 2 hexes before it can turn if it moves out of its hex at all. He therefore anticipates that 2 hexes’ forward movement and counts out 15 hexes to Hex C, drawing a quick LOS with the string (the same color) to be sure of what he’s looking at. He places a Torpedo Launch Marker 3 in Hex 2 of the Lave (the hex where the side weapons on a Type 2 ship are mounted) and a Torpedo Target Marker 3 in Hex C. 40 Finally, Talon knows that instead of moving forward, Justin might decide to sit still with the HML Leviathan and take the single potential torpedo attack heading toward Hex B, or he might also stay in his hex and turn one or even two hexsides. Talon therefore tries to cover all his bases, placing the second Lave torpedo so it overlaps the British ship. This way, even if the ship doesn’t move or if Justin makes a turn without moving forward, there’s still a chance the torpedo will strike. Talon counts out 14 hexes to Hex D, then quickly draws that LOS (the same color) to ensure he’s right. He then places a Torpedo Launch Marker 4 in Hex 2 of the Lave and a Torpedo Target Marker 4 in Hex D. Now it’s Justin’s turn, but he’s only got a single torpedo on the HML Trafford that can have any effect this turn. As with Talon, he knows torpedoes are most effective against the slowest targets, and so he immediately counts out 18 hexes to Hex E, drawing the LOS (once more, the dotted line, to ensure he’s placing it just right). He places a Torpedo Launch Marker 4 in Hex 1 of the Trafford (again, the hex where the Slot is located since it’s in the first 3 Slots) and then a Torpedo Target Marker 5 in Hex E. Now that all torpedoes have been announced and placed, movement for that turn can begin. In the Resolving Torpedoes Diagram at right, all movement has already occurred. Now it’s time to resolve torpedo fire. Talon and Justin quickly draw LOS for the torpedoes they’re confident did not strike anything: Paths D and E. Since no ships are along the LOS, they remove those torpedo markers. Now it’s time to resolve the torpedoes that did strike a target: Paths A, B and C. Talon looks sheepish as he realizes he was so intent on setting up his Lave to fire both Port torpedoes at the HML Leviathan next turn that he stumbled into the path of his own torpedo along Path A. He grabs 3DRed and a D6 Slot Die and rolls against the Bow Location (remembering that neither Crew or Location Dice are added to a torpedo Breach Roll). Once the Breach Roll is resolved, he then removes the Path A torpedo markers. Talon has two potential torpedo strikes against the HML Leviathan: Paths B and C. Justin could have already been struck twice by torpedo Paths B and D even if he stayed in his hex, so he decided to move out of his hex to make his ship harder to hit, as well as turning so he could bring his broadside to bear against the Jean Bart (trading torpedo Path D for Path C, but still having to deal with Path B). However, only now does Justin realize his potential mistake. If he’d left the ship where it was, the Breach Roll for torpedo Path D would have been made against the ForeStarboard Location, while torpedo Path B’s Breach Roll would’ve been made against the Bow Location, spreading any damage between two Locations. Now, torpedo Paths B and C intersect the HML Leviathan on the fore-port, potentially concentrating damage in a single Location. Talon only rolls a 3DRed and a D6 Slot Die for both potential torpedo strikes. Once both Breach Rolls are resolved, they remove the final torpedo markers and they’re ready to start firing their gun batteries. Resolving Torpedoes Diagram 41 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Ramming When weapons are destroyed and a battle appears lost, a ship is several thousand tons of metal that can be directed toward a target in a last-ditch ramming attack. This is the exception to the rule that a ship cannot end its movement in another ship’s hex (see Stacking, p. 17). The attacking ship must have enough MPs to enter the target ship’s hex, though there is no minimum distance for a ram (a ramming attack can occur from an adjacent hex). If the ship has the available MPs, the controlling player can announce a ramming attack against a target that has already moved, which is resolved immediately. However, maneuvering a massive flying ship into a target when that target is going to damage you back requires nerves of steel, and even the most seasoned captains can falter. After the player announces he is making a ramming attack, but before the ramming ship enters a hex occupied by the target ship, the player rolls 2DRed. On a result of 14 or less, the captain falters and cannot make the ramming attack (the player can still move the ship per standard rules with the MPs remaining; no other ramming attacks can be attempted this turn by that ship). On a result of 15 or higher, the captain remains steadfast and the ramming attack can occur. If the attack occurs, both players roll a number of dice as indicated on the Ramming Table, applying all the modifiers for a standard Breach Roll (see Firing Weapons: The Breach Roll, p. 30). As with Saturation Fire, regardless of how many Slot Dice are rolled, only a single Breach Roll is made and the results compared to the Slot Dice results (see Slot Numbers, p. 32). The Breach Roll of the ramming ship is made against the Location where the ship rammed. Regardless of whether the ramming ship has remaining MPs, its movement is over for this turn immediately following the resolution of the ramming. 42 RAMMING TABLE ATTACKING SHIP BREACH ROLLS: attacking ship Weapon Dice Slot Dice Type 1 DBlue 1D6 Type 2 DYellow 1D6 Type 3 DRed 2D6 Type 4 DBlack 2D6 Weapon Dice Slot Dice 1–3 +DYellow +None 4–8 +DRed +1D6 +DBlack +2D6 HEXES ENTERED BY ATTACKING SHIP 9+ TARGET SHIP BREACH ROLLS: Target ship Weapon Dice Slot Dice Type 1 2DBlue 1D6 Type 2 2DYellow 1D6 Type 3 2DRed 2D6 Type 4 2DBlack 2D6 Ram ming Diagr am Miss Slot: A Breach Roll that indicates a Miss Slot automatically misses just like a weapon attack. If all Slot Dice indicate a Miss Slot, no damage or displacement (see below) occurs and neither ship is moved. Displacement A ramming attack automatically displaces the target ship one hex in the opposite direction from which the ramming ship entered, regardless of whether any damage occurs; after the ramming attack, the attacking ship occupies the hex the target ship originally occupied. If this displacement occurs into another hex occupied by another ship that has already moved (whether enemy or friendly), another ramming attack automatically occurs. Resolve it as described above, determining the Locations rolled by the current orientation of the ships in question. If a ship is displaced into a hex occupied by a ship that has yet to move in a turn, replace the ship in question with the appropriate Ship Type Template until all ramming is resolved. Then move that ship using the Ship Type Template. At the end of its movement, once it has cleared all other ships, replace the Ship Type Template with its miniature. 43 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS In the Ramming Diagram on p. 43, during a movement portion of the turn, Kristian decides it’s time to try to do some ramming damage with the Pontbriand. He won Initiative and so his opponent, Jacob, moves the HML Leviathan (Type 4) first and then the HML Essex (Type 2). Now it’s Kristian’s turn to move his Pontbriand (Type 2). He moves the ship forward two hexes (2 MPs), then hexside turns to the left (1 MP), and then expends 7 more MPs to race toward the HML Leviathan; he’s spent a total of 10 MPs and still has the required 1 MP remaining to enter a hex occupied by the target ship. Before he actually enters any hex occupied by the target Battleship, however, Kristian must roll to see if his captain has the nerve to pull off the daring maneuver. He grabs 2DRed and rolls for a result of 16: the attack can proceed! Kristian then moves to make the Ramming Breach Roll, reviewing the Ramming Table. He first grabs a DYellow and a single Slot Die, as the attacker is a Type 2 ship. He entered nine or more hexes (the Pontbriand entered a total of ten hexes, including the target ship’s hex) and so adds another DBlack as well as two more Slot Dice. He then makes the Breach Roll against the HML Leviathan’s Fore-Starboard Location (where the attacker is entering the target’s hex) with the following results: DYellow = 6 and DBlack = 9, for a total result of 15; Slot Dice = 2, 2 and 5. The result of 15 is greater than the Breach Number of 14 in Slot 2, even with the +1 Armor Slot, and so Slot 2 is destroyed. As the second Slot Dice 2 result now applies to a 44 previously destroyed Slot, Kristian determines the effect of the Slot Dice result of 5 first. The Breach Number of 17 (+1 Armor, raising the Breach Number to 18) means that the targeted Slot is not destroyed. Kristian then returns to the second Slot Dice 2 result and re-rolls that die (keeping all the other dice as is), with a result of 1. He compares the extant Breach Roll result of 15 against the target Slot’s Breach Number of 13 (14 with the +1 Armor); this Slot is also destroyed. Now it’s Jacob’s turn to try to damage the Pontbriand. He looks at the Ramming Table, and for a Type 4 ship grabs 2DBlack and 2 Slot Dice. He makes the Breach Roll against the Bow Location of the ramming ship and gets DBlack = 6 and DBlack = 7, for a total result of 13; his Slot Dice come up 3 and 3. Jacob compares the result of 13 against the Breach Number 11; even with its two Armor Slots, the 138mm Gun Battery Slot in the Bow Location is destroyed. Jacob then re-rolls the second Slot Dice 3 result and comes up with another 3! He immediately gets a chance at a Breaking the Keel Roll, so he grabs 2DRed and rolls for a result of 9 and 8. Adding +2 for the destroyed Slot 3 (there are no other destroyed Slots on the Pontbriand), Jacob gets a 19…1 away from outright destroying the Pontbriand! Kristian may have destroyed two Slots on the HML Leviathan, but he almost lost his Light Cruiser in the process. Now that the situation is resolved, displacement can occur. However, before displacement occurs for the first two ships, both players know another ram will happen immediately. The HML Essex already moved, and so the displacement of the HML Leviathan will cause an automatic ramming attack against the Essex. These are both Jacob’s ships, so he’ll make both rolls. For the HML Leviathan, after reviewing the Ramming Table again, he grabs a DBlack, a DYellow and 2 Slot Dice and makes the Breach Roll. He gets the following results: DBlack = 5 and DYellow = 5, for a total result of 10; Slot Dice = 1 and 5. He compares the Breach Roll result of 10 against the Breach Numbers in Slots 1 and 5 (12 and 17 respectively, due to the +1 Armor Slot), and breathes a sigh of relief. The accidental ramming didn’t damage his Essex. For the potential damage that the HML Essex can do to the HML Leviathan, he grabs 2DYellow and 1D6 and makes a Breach Roll. He gets the follow results: DYellow = 5, DYellow = 7, for a total result of 12; Slot Dice = 2. He compares the Breach Roll result of 12 against the 14 (15 with the +1 Armor Slot in that Location) Breach Number in that Slot and no damage is applied. Finally, while the displacement of the HML Essex will occupy a hex of the Pelletier’s, since that Type 1 ship has yet to move, the displacement doesn’t effect the Destroyer. Both players resolve the displacement of all ships involved in the ramming, and then Kristian finally moves his Pelletier. 45 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES end of turn At the end of every turn, the players can attempt to repair their ships, apply damage, check to see if the game ends. Ship Repairs At the end of every turn, ship Crew Slots may attempt repairs. Any Crew Slot destroyed (i.e., circles) in a turn is not available at the end of that turn to make repairs. In addition, repairs cannot be made against damage sustained that turn (any Slot that is circled); the damage must have occurred in a previous turn. At the end of any turn in which a ship has any destroyed Slots in a Location, and that Location contains an undestroyed Crew Slot, the player may announce he is attempting repairs. He must announce which Slot he is attempting to fix (except Armor and Crew Slots, which cannot be repaired in this fashion; a player also cannot choose a Miss Slot) and rolls 2DRed, adding any Crew Dice to this roll as well. END OF TURN On a result of 14 or less, nothing happens. On a result of 15 or higher, the player may select any destroyed Slot erase the damage and it’s ready for use on the following turn. Only a single repair roll may be made for each Slot, each turn. Multiple Crew Slots: If a Location has multiple Crew Slots, the player may choose to try to repair two different Slots, or he may add both Crew Dice to the 2DRed repair roll (no more than two Crew Slot can ever attempt to repair a single Slot). A player may make as many ship repair attempts each turn as he has Crew Slots. Critical Failure: If all dice rolled come up 1s, the attempt to fix the Slot on the fly backfired and destroyed another Slot in the same Location; randomly determine which Slot (re-roll any Missed Slots). If the Slot indicated was previously destroyed, the player must make an immediate Breaking the Keel Roll (see Previously Destroyed Slots (Critical Damage), p. 33). Stern, starboard and bow views of a French Conquentclass Armoured Cruiser. SCENARIOS 46 In a previous turn Sandra’s Pelletier took heavy damage: Slot 4 in the Bow Location; Slot 2 in the Starboard Location; and Slots 2, 4 and 5 in the Port Location. In the current turn, Sandra couldn’t maneuver the ship away well enough and it took even more devastating damage: Slot 5 in the Bow Location, Slot 4 in the Starboard Location, and Slots 2 and 3 in the Stern Location. At the end of the current turn, Sandra attempts repairs. Any damage that occurred this turn cannot be repaired; any circled Slots are ignored. In the Bow Location, the Crew Slot was just destroyed, so no chance for a repair roll there. The Stern has no Crew Slot and both Slots were destroyed this turn, meaning they couldn’t be repaired this turn even if a Crew Slot were in that Location. In the Port Location, Slots 2, 4 and 5 were all destroyed in a previous turn, so Sandra can attempt to make repairs there. However, the armor in Slot 5 cannot be repaired, so she can only try to fix Slots 2 and 4. She’s got two undamaged Crew Slots in the Port Location and so decides to assign one crew to each of those, making two repair rolls. She rolls 2DRed and adds a DGreen each for Slots 2 and 4, with results of 11 and 17, respectively; the 75mm gun battery remains destroyed, but for the Tesla Coil Trim Tank Slot and she erases the damage mark. The Starboard Location has only one destroyed Slot she can attempt to repair, since the Tesla Coil Trim Tank Slot was destroyed this turn. Sandra puts both Crew Slots to work on that single Slot in the Crew Dice’s Location, rolling 2DRed and 2DGreen but manages to actually roll all 1s on all four dice! That means not only did the crews flub the chance to repair the 75mm gun battery, but there’s been a critical failure. She rolls a Slot Dice with a result of 3! The critical failure resulted in the loss of crew; Slot 3 is destroyed and she circles it and immediately crosses it out as well, as it’s the end of the turn. STRuCTuRAL INTEGRITY 18 1 SHIP TYPE MISS 75mm 4/8 HEX TESLA COIL TRIM TANK CREW ADD 75mm 4/8 HEX MISS 1 2 3 4 5 6 11 9 9 10 9 11 11 1 DESTROYER 11 1 MISS 10 2 75mm 4/8 HEX 10 10 3 CREW ADD 4 12 12 4 TESLA COIL TRIM TANK ARMOR +2 BREACH 5 13 13 5 ARMOR +2 BREACH CREW ADD 6 12 12 6 CREW ADD MISS 75mm 4/8 HEX 2 10 CREW ADD 3 TESLA COIL TRIM TANK 11 7 10 12 10 9 1 2 3 4 5 6 STARTING MP 12 MISS 75mm ENGINE 4/8 HEX MP 4 TESLA COIL TRIM TANK ENTER HEXES BEFORE TuRN ENGINE ENGINE MP 4 MP 4 1 Leviathans is a trademark of InMediaRes Productions LLC. Some content licensed under a Creative Commons License (BY-NC-SA); Some Rights Reserved. © 2011. Sandra’s Pelletier, before attempting repairs 47 APPLYING DAMAGE CONTENTS/ CREDITS At the end of each turn, after all repairs are made, players apply damage to their ships by drawing hash marks through all Slots circled as destroyed this turn. OVERVIEW STRuCTuRAL INTEGRITY GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN MISS 18 TESLA COIL TRIM TANK CREW ADD 75mm 4/8 HEX 1 2 3 4 5 6 11 9 9 10 9 11 DESTROYER 11 MISS 10 2 75mm 4/8 HEX 10 10 3 CREW ADD 4 12 12 4 TESLA COIL TRIM TANK ARMOR +2 BREACH 5 13 13 5 ARMOR +2 BREACH CREW ADD 6 12 12 6 CREW ADD 2 10 CREW ADD 3 TESLA COIL TRIM TANK 11 7 10 12 10 9 1 2 3 4 5 6 STARTING MP 12 MISS 75mm ENGINE 4/8 HEX MP 4 TESLA COIL TRIM TANK At the end of each turn, players can determine if the game has ended. Usually a game ends when all the ships on a side are destroyed. If all ships from both sides are destroyed in the same turn, the game ends in a draw. A ship is considered destroyed when the number of destroyed Slots equals or exceeds the Structural Integrity of the ship as noted on the appropriate Ship Card. The Scenarios section (see p. 49) includes options for creating scenarios where the objective is more than the destruction of your opponent’s ships. 1 MISS 11 75mm 4/8 HEX Ending the Game SHIP TYPE 1 MISS 1 75mm 4/8 HEX ENTER HEXES BEFORE TuRN ENGINE ENGINE MP 4 MP 4 1 Leviathans is a trademark of InMediaRes Productions LLC. Some content licensed under a Creative Commons License (BY-NC-SA); Some Rights Reserved. © 2011. SCENARIOS Sandra’s Pelletier, at end of turn 48 SCENARIOS This section provides a general overview of how to create scenarios (general game situations). It also includes three ready-to-play scenarios. Each one describes the forces each side or player uses, the victory conditions and any special rules for the scenario. New players should begin with the Lieutenant’s Manual: Quick-Start Rules. After playing with those rules a few times, the players can then move on to the following scenarios using the complete rules in this book. After you have played all three scenarios, you can start to create your own. This section also includes How to Use the Leviathans Universe, a write-up that helps players understand how they can take the universe of Leviathans as described in the Gazetteer and connect it directly to game play to increase player enjoyment and immersion. General Rules When creating your own scenarios, the following guidelines provide a general framework on which you and your friends can build games that are most enjoyable for your gaming group. Number of Players The rules of Leviathans generally assume a two-sided scenario, so if more than two players are participating, divide them into two teams as equally as possible. While players can generate their own scenarios of three or more sides for some interesting and fun game play, this can significantly slow down the game. Set-up Players start a Leviathans game by laying down the playing area, which consists of one or both mapsheets. One map will result in shorter, more brutal games and does not provide much in the way of maneuvering room. When deploying four or more ships per side, it’s recommended that players use both mapsheets to allow for maximum tactical maneuvering. Of course, if players own multiple box sets, they can field even larger playing areas. Fleet Composition Once the playing area has been determined, players choose which miniatures and corresponding Ship Cards they’ll use during game play. The specifics of a scenario may suggest a particular size of fleet, or the players can make their own decisions regarding how many ships they wish to field. Players may wish to consider available playing time as well—larger engagements may take considerably longer to complete than smaller ones. Players should also consider that Leviathans is designed as a fleet action game, so one-on-one games may not be very enjoyable. As a rule of thumb, equal numbers and Types of ships will result in a more balanced scenario. If Player A is fielding two Destroyers (Type 1), a Light Cruiser (Type 2) and a Battleship (Type 4), and Player B is fielding only a Destroyer (Type 1) and a Light Cruiser (Type 2), Player B is at a disadvantage. In a similar vein, even if Player B fields two Destroyers (Type 1) and a Light Cruiser (Type 49 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS 2) so that he or she has equal numbers to what Player A is fielding, Player B would still likely be at a disadvantage because Player A has a larger Type of ship than Player B; in this instance adding a Type 1 or Type 2 ship to Player B’s forces would be appropriate. This concept of balance applies to a standard “Secure Air Superiority” scenario (see p. 52) using these Commander’s Rules. Certain conditions within a scenario, as well as Captain’s Rules (such as commander and crew abilities and skills), can be used to bolster Player B’s forces, turning an uneven match into a fair fight. In the end, trying to take into account the type of tactics and playing style every gaming group enjoys can be almost impossible. Nothing beats simply playing the game and gaining experience with how the various ships and factions interact to learn how to field fleets that make for enjoyable scenarios in a given gaming group. CHOOSE HOME EDGE (FIRST TURN ONLY) The team that won the first Initiative starts by choosing their home edge (the long or short edge of the playing area). The home edge is the side of the map through which your forces enter the playing area (or the side with your deployment zone) and, depending on the scenario, the only map edge through which you can withdraw. The team that lost Initiative is automatically assigned the opposite side of the playing area as their home edge. DEPLOYMENT (FIRST TURN ONLY ) Before any action takes place (i.e. before the start of the first turn), all ships chosen to participate in the scenario need to be placed on the playing area. In order to deploy a ship, a player places his miniature on the playing area, with the entire ship in a deployment zone. A standard deployment zone is defined 50 as the four hexes of a player’s home map edge; the miniatures can be facing any direction the players choose. Ready-to-play scenarios may modify the standard deployment zone, or have the ships enter the playing area during movement. Ships are always deployed according to their Type, largest to smallest: Type 4 ships must be deployed before Type 3 ships, Type 3 ships before Type 2 ships and Type 2 ships before Type 1 ships. The team that lost Initiative starts at the largest ship Type and deploys all those ships. If the winning player has a larger ship Type than the player that lost Initiative, the winning player deploys all of those larger ships. The team that lost the Initiative then starts with the next largest ship Type and deploys all such ships. Once again, if the winning player has a larger ship Type than the player that lost Initiative, the winning player deploys all of his larger ship Types, and so on. Deployment alternates between sides until all ships have been placed on the playing area. Movement And Retreat Scenario maps are fixed once play begins. No new maps can be added to the playing area during the game. Unless otherwise noted, ships that exit the map at any edge other than their home edge are considered destroyed. Ships that exit the map through their home edge have retreated—they remain out of play for the remainder of the scenario and cannot return. Retreated ships do not count as destroyed when determining victory. Ships may exit the map intentionally or unintentionally (such as through wind displacement), or may be forced off by an opponent (such as a ramming displacement). Half-hexes along the edge of the map are not considered part of the map, and so while a ship can enter such a hex during movement (which may result in part of the ship completely leaving the playing area during a hex turn), it cannot end its movement with any part of the ship occupying a half-hex. All players should agree to the use of forced withdrawal rules in a given scenario before play begins. Generally, a scenario ends when all of one player’s ships have been destroyed or have retreated off the map. At that point, the opposing player wins. Depending on the specific scenario being played, however, a player may need to achieve additional or alternative goals to claim victory. Crippling Damage Any ship that suffers crippling damage must withdraw from the playing area. Crippling damage is defined as follows: •• If a Type 1, 2 or 3 ship has a Location destroyed •• If a Type 4 ship has two Locations destroyed •• If any ship Type has all its weapon Slots (gun batteries and torpedoes) destroyed Forced withdrawal Types of Scenarios Ending The Game Most military forces will not fight to the last ship. Instead, once they have taken appreciable amounts of damage, they begin to retreat. The forced withdrawal rules help simulate this situation. Players are free to play any of the scenarios without the forced withdrawal rules; the scenarios are enjoyable to play as described under Types of Scenarios (at right). However, the forced withdrawal rules add variety for enjoyable replay, heighten the human element and bind players to the crews represented by the playing pieces in a game. Under forced withdrawal, crippled ships must retreat from the battlefield when damage has rendered them useless or they are in imminent danger of being destroyed (see Crippling Damage, at right). A ship making a forced withdrawal must move toward its home map edge as designated by a scenario, expending its full available MPs each turn. Withdrawing ships may still attack an enemy ship that closes within range of a weapon. The following guidelines cover the circumstances that may occur. Within these guidelines, the gamemaster’s decision is final. If no gamemaster is present and players cannot come to a consensus, roll 1D6 to determine a resolution and get back to play. The following rules provide a few staple scenario types that allow for quick and easy scenario generation. These general types represent only a few of the possible scenarios that Leviathans players can create. Using these as a template and your own imagination (along with the rules above), you’ll be inventing unique and challenging scenarios in no time! Fleet Composition: Players should always take into consideration the Types of ships involved when determining fleet composition. For example, in the Hold Position scenario, players are instructed to make the attacking fleet twice the size of the defending fleet. However, if the defender is fielding a Type 4 ship and the attacker is fielding two Type 1 ships, the attacker’s fleet is not “twice the size” of the defender’s. In this instance, the attacking force should field the same ship Types as the defending force: a Type 4 and Type 2 or a Type 4 and two Type 1 ships both might be considered twice the size of a single Type 4 fleet. 51 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Secure Air Superiority This is the simplest and most common scenario, in which two fleets of roughly equal size face each other in a stand-up fight. Only one side leaves the field alive. Fleet Composition Both sides should have the same number of ships. Victory Conditions The scenario ends when all the ships on one side have been destroyed or retreated off the playing area. The surviving side at the end of the scenario wins. Hold Position In the hold position scenario, a player must stave off a larger attacking fleet. The defending ships may not intentionally leave the playing area. Fleet Composition The attacking fleet should be twice the size of the defending fleet. This scenario also requires the use of Crew Skill Ratings (see p. 60). The defending force should have a Gunnery Skill Rating one above that of the attacking fleet. For example, if the attacking fleet has a Regular Gunnery Skill Rating, then the defending fleet should have a Veteran Gunnery Skill Rating. If players only have a single box set, a Hold Position scenario is limited in scope because there are fewer miniatures available. Having access to at least two box sets (or additional miniatures) will significantly increase the enjoyment of replaying this scenario. 52 Victory Conditions The scenario ends when all the ships on one side have been destroyed or retreated off the playing area. If the defender destroys a number of opposing ships equal to or greater than the number of defending ships at the start of the scenario, the defending player wins. In all other cases, the player whose forces survive or control the playing area at the end of the scenario wins. Breakout In a breakout scenario, the attacking fleet has become trapped behind enemy-controlled airspace and doesn’t have the fuel available for a long voyage around the zone of control. To reach safety, the ships must cross the playing area and break through the defending fleet. Place both mapsheets with their short sides together. The attacker chooses which short side to enter during movement in Turn 1. The opposite short side of the playing area is the attacker’s home map edge. The defender may set up his forces anywhere on the map containing the defender’s edge of the playing area. Force Composition Both sides should have the same number of ships. Victory Conditions The scenario ends when all the defender’s ships have been destroyed or retreated off the playing area, or when all the attacker’s ships have been destroyed, crippled or retreated off the playing area. Use the Crippling Damage rules (see p. 51) to determine if a ship has been crippled. If all attacking ships survive and exit their home edge, the attacking player wins a Decisive victory. If all the attacking ships are destroyed or crippled, or none exit at their home edge, the defending player wins a Decisive victory. If the players meet neither of these conditions, use the following to determine which side wins a Marginal victory. Attacker: 2 points for each attacking ship that safely exits its home edge; 1 point for each defending ship destroyed. Defender: 3 points for each attacking ship destroyed or crippled; 2 points for each attacking ship forced to retreat off the map. Escort In an escort situation, one side is trying to protect a ship at all costs as the fleet races across the board. The ship may be carrying valuable cargo, an important person (VIP), or it may be the pride of its fleet. The Escort scenario uses the same rules as the Breakout scenario (see p. 52), except as follows: The attacker nominates a single ship to be escorted. Regardless of the ship nominated, remove enough Engine Slots to cut its MPs in half (round down) before play begins (this may result in less than half MPs). If the escort ship exits off the attacker’s home edge, the attacker wins. If it is destroyed, the defender wins. Fleet Composition The attacking fleet should be twice the size of the defending fleet. 53 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Developer’s Note: Gunboat Diplomacy “How can you shoot at, much less destroy, a nation’s leviathan and not start an allout war?” It’s a valid question, and one that requires a very different mindset than our modern sensibilities. A few things to consider as you immerse yourself in this world: No nation had experienced a World War yet. For centuries, wars were fought by small, professional armies, supported by nations with pre-industrial technologies, limited resources and small populations. The 1900s and WWI introduced the concept of “bureaucratized war”: wars fought by bureaucrats wielding the massive resources of a modern state and the marshaled might of its people. As such, the attitudes of nations and their people toward war were very different. The Old World legacy of “knightly chivalry” had yet to meet the brutality of high technology and massive troop numbers on a modern battlefield. Hence, the “honor of the fight” and a generally cavalier attitude toward war were still rampant. For example, as WWI began in the real world, the general British view was amazingly innocent about the time 54 and scope of modern conflicts: “We’re off to beat the Hun, then time for a touch of cricket, some tea and crumpets and we’ll be home for supper. Ta ta, chaps.” A significant aspect of this mentality arose through the public’s distance from the horrors of war. Not to mention before TV/ internet, the public’s ability to easily access information regarding the “front lines” of a conflict was all but impossible. Only in the latter half of the 20th century did media start to publish casualty numbers and graphic, visual reminders of all that war can do; previously, it was considered crass and unseemly to draw attention to such details. For example, if a ship was sunk, it was simply referred to as “lost”, with no mention of the hundreds of crewmen lost as well. Conventions like this distanced people’s perceptions of war from its brutalities, while a nation’s leaders simultaneously wedded the public’s perception of itself and its country’s “greatness” with a need to win a particular war. Then there was the matter of territorial waters. From the eighteenth century until well into the twentieth, the definition of territorial waters—the region next to a nation’s land mass where it held complete authority—was three nautical miles (5.6 kilometers) from the coastline. This distance originated from the length of a cannon shot, and covered the waters a nation could expect to defend from its shores (though the exact distance varied widely depending upon what a nation claimed). However, there were no treaties or international laws that enshrined this concept; such laws didn’t come into effect until the 1980s (even though the technology to launch shells from a ship 20 miles inland had existed since WWII). Prior to that time, this type of boundary was simply a “gentlemen’s agreement” between rulers; an understanding that if lines were crossed, war might occur. With the invention of leviathans and the ability to easily move large numbers of troops and weapons across a nation’s “sovereign air space,” the waters (or air, in this case) were further muddied. In the real world, by the time significant aircraft dedicated to war existed, the world had passed through a World War and a second one had begun. Without those horrors to dampen the cavalier attitudes of the 1800s, the concept of “gunboat diplomacy” remained very much alive: “A few shots into his bow will teach him to see superiority…where’s my tea?” So what does all this mean to the game universe, and more specifically, to your gaming table? It means ships can and will fight and often be destroyed, and if the nations involved don’t have the appetite for a larger conflict, or feel they are not in a position to take proper advantage of one, the situation will be ignored. There is also the matter of prestige and honor. Attacking and destroying a cruiser on the fringes of the empire is one thing; attacking and destroying the prize battleship of a fleet on that nation’s doorstep is altogether different. Such an affront cannot be condoned. And let’s not forget the complications of nobility. Destroying that cruiser at the edge of nowhere will only rate a line on a newspaper’s back page, below the fold…unless it’s carrying a cousin of the Duke of York. Then it’s frontpage news and back to a matter of honor, not just for the duke, but for the entire country! Even if a larger-scale conflict doesn’t occur, a reprisal raid will surely be demanded. In other words, the Leviathans universe is complex, with a dozen reasons to send barrages toward enemy ships and just as many not to go to war. And while every such affront may be ignored, it will never be forgotten…only a new victory can wipe honor clean. Ultimately, how and where you decide what should or shouldn’t be attacked and what may lead to all-out war is left in your gaming group’s capable hands. Enjoy! 55 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT SPECIAL CASE RULES END OF TURN SCENARIOS Scenario 1: my airspace Clouds slid lazily by, shredding against the forecastle. Sky Captain Kent Graham kept a firm grasp on his cup of tea as the wind vibrated the visor on his uniform’s cap. Dark, piercing eyes contemplated the almost ethereal feel of sixteen thousand tons of the world’s finest war-forged metal flowing effortlessly through the sky over the Suez Canal. The caramel-colored, heat-baked desert below stretched to a distant horizon. “Sky Captain,” the duty watchman called. Kent ignored him. He lifted his tea and sipped the bitter liquid without spilling a drop despite the wind. He hated the brew, but there were niceties involved. Expectations. He was a nobleman and a British officer, captain of the pride of British engineering. He finally turned slightly and caught sight of the watchman further out, security rope that lashed him in place flapping in the fierce wind. “I’ve got them!” The watchman spoke loudly to be heard, his eyes never wavering from his binoculars. “The Jean Bart?” “Aye. And escorts.” Kent’s smile almost reached his eyes. It was a good day to remind the French they had no business meddling with British ambitions. SITUATION Suez Canal, Middle East 13 January 1910 The French continue to press the British at every turn. Nothing so great as to spark a full-out war, but enough that day-long pitched raids in various hot spots around the world occur more often than not of late. As the Leviathan and her escorts guard British territories in the Middle East, one such conflict erupts. 56 GAME SETUP Layout both Leviathans maps with their short sides together, as indicated. Attacker The attacker is a small French squadron. Jean Bart, Paris-class Battleship (Type 4) Lave, Liberté-class Light Cruiser (Type 2) La Gloire, Grenouille-class Destroyer (Type 1) Montcalm, Grenouille-class Destroyer (Type 1) Deployment The attacker places his fleet in the attacker deployment zone. Defender The defender is a small British squadron. HML Leviathan, Leviathan-class Battleship (Type 4) HML Essex, County-class Light Cruiser (Type 2) HML Trafford, D-class Destroyer (Type 1) HML Anfield, D-class Destroyer (Type 1) Deployment The defender places his fleet in the defender deployment zone. OBJECTIVES As a standard Secure Air Superiority scenario, the objective is to destroy the opponent’s ships or drive them from the playing area. The surviving side wins the battle. OPTIONAL RULES The Forced Withdrawal rules (see p. 51) are in effect for this scenario. Variations The easiest way to introduce variations for this scenario is to swap out some of the ships, for example the Trafford for the Raven or the Lave for the Pontbriand. Scenario 2: Hold fast “Losing pressure!” the engine chief bellowed. The man was easily forty feet away through a nightmare of tubing, bundled wires and more, all rhythmically pulsing and pounding to keep the massive leviathan on course despite the damage. Yet the clarion call snapped the chief ’s troops into action. Quartier-maître 1ère classe André and his long-time friend Pierre sprinted through the engine compartment to stave off the loss of pressure. A seam burst, and the ship rocked as though the hand of Zeus had hammered into its flanks. A wall of dirty white enveloped Pierre. André lurched toward his friend to yank him back from the explosion of super-heated steam, but the mangled pipes from the boiler kept him at bay. Pierre died screaming, his face boiled to the crimson sheen of a cooked lobster served at the finest restaurants in Paris. It began sloughing off as he fell backwards. 57 André swallowed bile at the stench of well-cooked meat, swallowed his sorrow and rage along with it. He knew his duty. He changed course, leaping over a runnel of leaking fuel and blood to get around the tangle. He reached the pressure junction and threw his tired muscles against the valve shunt wheel. Moments later, the pressure began to equalize. The Jean Bart would survive a little longer because of his efforts. He rested for a moment, hoping that knowledge would be enough to hold the tears back until later. Then he went back to work. SITUATION Suez Canal, Middle East 15 January 1910 What started as standard fracas over the Suez Canal has turned into one of the longer engagements between the French and British as they meet, fight and break off for short periods over Egypt. In the midst of this “shooting incident,” the Jean Bart finds itself isolated and vulnerable. GAME SETUP Layout both Leviathans maps with their long sides together, as indicated. CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT Attacker The attacker is a small British squadron. HML Hertfordshire, Country-class Light Cruiser (Type 2) HML Raven, D-class Destroyer (Type 1) HML Anfield, D-class Destroyer (Type 1) Deployment The attacker places his fleet first in either the attacker or defender deployment zones. Defender The defender is a lone French battleship. Jean Bart, Paris-class Battleship (Type 4) COMBAT END OF TURN SCENARIOS Deployment The defender places the Jean Bart in the central deployment zone after the attacker has placed his ships. OBJECTIVES The Jean Bart cannot retreat from the playing area. The objective is to destroy the opponent’s ships or drive them from the playing area. The surviving side wins the battle. OPTIONAL RULES The following optional rules are in effect for this scenario. Desperate Initiative Normally, a Type 4 ship would never move after a Type 2 or Type 1 ship. However, the Jean Bart crew is superior to the British and is driven by desperation. If the French player wins Initiative by 2 or more over the British player, the Jean Bart 58 moves after the HML Hertfordshire. If the French player wins by 4 or more over the British, then the Jean Bart moves after all British ships have moved. For example, during a turn the British player rolls a 7 for Initiative. If the French player rolls an 8 or less, the Jean Bart moves first; if the French player rolls a 9 or 10, the HML Hertfordshire moves first, then the Jean Bart moves, then finally the two Type 1 ships move. If the French player rolls an 11 or 12, all British ships move first, after which the Jean Bart moves. Forced Withdrawal The Forced Withdrawal rules (see p. 51) are in effect except for the Jean Bart, as noted above. Veteran Crew Skill Rating The Jean Bart has a Veteran Crew Skill Rating; apply a +1 modifier to all Breach Rolls. Variations Players can make achieving victory more difficult to secure for either side. For example, dropping one of the British Destroyers would make a British victory harder, while dropping the Jean Bart’s crew skill to Regular from Veteran (losing the +1 Breach Roll modifier) would test the French player more. Players can also start experimenting with campaign play, where the outcome of one scenario is reflected in the next. For example, if the Jean Bart survives Scenario 1, perhaps its crew cannot fix all its damage before it enters this scenario. To reflect this situation, the players can either retain the damage from the first scenario (if the ship survived) or, if it didn’t survive (or the players forgot to retain the previous scenario’s damage), randomly determine 3 to 5 Slots to be destroyed on the Jean Bart. Scenario 3: Staking A Claim Attacker The attacker is a lone British battleship, with accompanying destroyer. Captain’s Log Bloody French are at it again. So of course the bloody Ministry sends us out here, in the night, with nary a Tommy on the ground for support. Two levs against whatever the French decide to poke us with. I just bloody hope the bastards are geeing up for a barney. Been too long since we showed them why it’s called the English Channel. HML Leviathan, Leviathan-class Battleship (Type 4) Crew Skill Rating: Veteran Gunnery, Regular Navigation (see p. 61) SITUATION Off the coast of Dover, England 12 February 1909 Flexing their muscles and their increasingly large leviathan fleets, the British and French butt heads with greater frequency over the English Channel. GAME SETUP Lay out both Leviathans maps with their long sides together, as indicated. HML Raven, D-class Destroyer (Type 1) Crew Skill Rating: Regular Gunnery, Veteran Navigation (see p. 61) Deployment The attacker enters the playing area during the movement portion of Turn 1, through the Deployment Zone opposite that selected by the defender. Defender The defender is two French Light Cruisers. Pontbriand, Liberté-class Light Cruiser (Type 2) Crew Skill Rating: Veteran Gunnery, Veteran Navigation (see p. 61) Lave, Liberté-class Light Cruiser (Type 2). Crew Skill Rating: Regular Gunnery, Regular Navigation (see p. 61) Deployment After the playing area is set up, the defender chooses one of the two standard Deployment Zones and places his fleet there. 59 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT END OF TURN SCENARIOS OBJECTIVES The attacker’s objective is to inflict some harm on the French, but get away before heavier reinforcements show up. To this end, the attacker achieves a Marginal Victory if he destroys the Lave by the end of Turn 10, a Minor Victory if he destroys the Pontbriand by the end of Turn 10, and a Major Victory if he destroys both enemy vessels by the end of Turn 10. If he fails to destroy any vessel, retreating from the playing area off his home map edge before the end of Turn 10 will count as a Draw. Finally, if the HML Leviathan is still on the map after Turn 10 and neither defending vessel is destroyed, the attacker loses. The defender’s objective is to drive off the HML Leviathan while taking as little damage as possible; the British destroyer is almost an afterthought. The defender wins a Major Victory if the HML Leviathan is destroyed and both vessels survive, a Minor Victory if the HML Leviathan is destroyed and only one vessel survives, a Marginal Victory if the HML Leviathan cannot withdraw before the end of Turn 10, and a Draw if all vessels survive and the HML Leviathan withdraws before the end of Turn 10. If both vessels are destroyed and the HML Leviathan withdraws by Turn 10, the defender loses. OPTIONAL RULES In addition to all to all the standard Commanders Rules, the following enhanced rules from the Captain’s Manual Excerpt section (see p. 61) are in effect for this scenario. Close, close, close! Minimum Range is in effect (see p. 63) It’s Gonna Light! Critical Gun Battery Failure is in effect (see p. 62). 60 It’s Slate Gray! Low Visibility is in effect (see Visibility, p. 64). She’s Blowing a Gale! A Strong Gale is in effect (see Wind, p. 64). If the HML Leviathan is blown off the map, it still counts as a successful withdrawal. VARIATIONS As usual, players can easily replay this scenario and trade out various enhanced rules. A few examples: As neither side fields the same Type of ships, this scenario’s Initiative doesn’t effect movement, which some players may find odd. To easily slide a chance of Initiative affecting a turn back into the scenario, the players can use the Desperate Initiative rules from Scenario 2: Hold Fast (see p. 58). Changing Strong Gale and Low Visibility to a more or less difficult ‘settings’ will effect the over-all game, providing different flavors of play. Tweaking gunnery/navigation skills on the ships will easily provide a different flavored game, but players need to be careful as too much tweaking on a single side could significantly upset the balance of play. However, such tweaking in combination with other rules can actually rebalance a scenario; for example if players put the Critical Gun Battery Failure into play, they may find it hurts the Battleship too much, but since it’s far too much fun to leave it out, they tweak the Gunnery of the Battleship from Veteran to Elite. CAPTAIN’S MANUAL EXCERPT The following “enhanced scenario” rules are just a slice of all that the Captain’s Manual in the Captain’s Box has to offer, providing a slew of additional tactics to spice up any type of scenario. These rules have been modified as appropriate to ensure they are completely playable with just the rules and ships in this box. At the end of all movement, however, no ship can occupy the hex of another ship; this means a Type 1 (Destroyer) can never end its movement occupying another ship’s hex. FOG OF WAR TORPEDOES Fog of War Torpedoes conveys a more realistic feel to the battlefield and increases the speed of a game, but at the price of increasing the lethality of torpedoes. Follow all the standard rules for torpedoes (see p. 38), with the following exceptions: • When placing all Torpedo Target markers, ensure the side that does not include a numerical value is face up. • Before resolving torpedoes, after ship movement, turn all Torpedo Target markers face-up. Initiative (Expanded) The Initiative system in Leviathans is simple to use but can be overpowering at times, especially when there is a significant disparity of ship Types on either side of a scenario. The following rule lessens that effect, but also slows down play. Instead of rolling 2DRed per side, each player rolls 2DRed per Type of ship deployed, re-rolling any ties. Movement still progresses from highest Type ship to lowest, but the order of who is moving first within each ship Type may change based on who wins. Players should write down the various results in order to remember them correctly. Crew Skill Ratings stacking (expanded) As with much in Leviathans, the stacking rules are designed for ease of play. However, that often means handicapping some of the slower ship Types. The following rules expand on the standard stacking rules (see p. 7). Unless otherwise stated, all standard rules apply. A ship can end its turn in a hex occupied by another ship, provided that ship is a smaller Type and it has enough MP available to move out of any hexes occupied by the currently moving ship. For example, a Type 4 (Battleship) could end its movement in any hex occupied by a Type 3, 2 or 1 ship, but a Type 2 (Light Cruiser) could only end its movement in a hex occupied by a Type 1 ship. 61 In standard rules for Leviathans, all ship crews are considered equal. However, that is far from the truth; a skilled crew can be just as important as the ship. Use the following rules to simulate crews of different experience. Players can choose to use superior crews (which will result in quicker games), or they can randomly roll a DRed for some real fun: • a result of 1 to 2 = Green crew; • 3 to 5 = Regular crew; • 6 to 8 = Veteran crew; • 9 to 10 = Elite crew. Regardless of the manner of determining the crew rating, Gunnery and Navigation Skills are determined and tracked separately. CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT END OF TURN SCENARIOS If players wish they can have the Elite Crew skills also include the benefits of the Veteran Crew skills. However, this makes Elite crew exceedingly powerful, so care should be taken when building scenarios in this fashion. Crew Slots: The following rules are in addition to the standard rules for a Crew Slot; the loss of a Crew Slot has no effect on these rules. Breaking the Keel: Every time a Breaking the Keel Roll is made (see p. 33), if that roll fails, the controlling player of the ship rolls 2DRed. On a result of 2-10, nothing happens; on a result of 11-20, downgrade the crew’s skill by one rating for either Gunnery or Navigation (randomly determine which). No rating can drop below Green in this fashion. For example, during a game in which crew skills are used and the target ship has Veteran Gunnery and Regular Navigation Skill ratings, a Breaking the Keel Roll fails. The controlling ship’s player rolls 2DRed with a result of 13, meaning enough crew were killed to affect the crew’s overall skill. The player then randomly determines which skill will be affected. He rolls a DGreen, noting that a result of 1-2 will affect Gunnery and 3-4 will affect Navigation. He gets a result of 3, which drops the crew’s Navigation Skill Rating from Regular to Green. Hidden Crew Skills: If players wish, instead of announcing each ship’s crew skills at the start of the game, they can write the crew skills down on a piece of paper and keep them hidden. Once a crew skill rating is revealed through its use in the game, the player can announce the rating. Ramming and Ship Repairs: When using Skill Ratings, the roll to determine if ramming can occur (see p. 42) and the Ship Repair roll (see p. 46) are both modified in the following manner (these are used in place of the standard dice): Green Gunnery = 2DYellow; Regular Gunnery = 2DRed; Veteran Gunnery = DRed & DBlack; Elite Gunnery = 2DBlack. 62 Gunnery Skill Apply the following Gunnery Skill rules: Green: Apply a –1 modifier to all Breach Rolls. Regular: No effect. Veteran: Apply a +1 modifier to all Breach Rolls. Elite: Increase the maximum range of all gun batteries by 2 hexes (this only applies to the maximum range, not short range); if the Minimum Range rule is in effect, these extra 2 hexes are not counted when comparing the gun battery range to the Minimum Range Table (see p. 63). Navigation Skill Apply the following Navigation Skill rules: Green: Apply a –1 MP modifier after determining the total MP for each turn (if the ship has an MP of 0, this rule does not apply), and a +1 modifier to Enter Hexes Before Turns. Regular: No effect. Veteran: Apply a +1 MP modifier, regardless of the current number of MP (if the ship has an MP of 0, this rule does not apply). Elite: Ignore the cumulative modifiers (+2) from the first two destroyed Tesla Coil Trim Tanks (only after the third Tesla Coil Trim Tank Slot destruction is a +1 modifier applied); apply a –1 modifier to Enter Hexes Before Turns. CRITICAL GUN BATTERY FAILURE As a ship takes damage, the structural integrity of a gun battery mount becomes comprised. In addition, the exhausted crew and chaotic environment put enormous strain on safety procedures. All these factors can lead to a situation where a gun battery may explode upon firing, with larger guns causing more catastrophic damage. While the following rules add more realism into the mix and create great “Oh, man!” moments, using them requires splitting the Breach Roll into two rolls, while increasing the overall lethality of Leviathans. This means ships die more quickly and games end faster. Use the following rules when incorporating critical gun battery failure into a scenario: A critical gun battery failure can only occur in a turn following the turn in which two Slots have been destroyed in a Location. Any time a Breach Roll is made with a gun battery in a Location with two previously destroyed Slots (a Miss Slot never counts), first roll the Weapon Dice and Crew Die (if any). • If the Weapon and Crew Dice (if any) all come up ones, the gun battery has exploded; the Slot is immediately destroyed and the rest of the Breach Roll is ignored. This is an exception to the rule of damage taking effect at the end of the turn. • If the Weapon and Crew dice (if any) do not all come up ones, roll the Location and Slot Dice and proceed as normal to determine if the attack was successful. Apply the following rules immediately after a critical Slot destruction as described above: • If the gun battery’s Maximum Weapon Die is DYellow, the Structural Integrity of the ship is immediately lowered by 1 point. • If the gun battery’s Maximum Weapon Die is DRed, the Structural Integrity of the ship is immediately lowered by 2 points. • If the gun battery’s Maximum Weapon Die is DBlack, the Structural Integrity of the ship is immediately lowered by 3 points. • In all instances, cross out the SI and write in the new, lower value. Depending on the damage taken in a turn, a ship’s SI may drop multiple times. 63 minimum range table weapon range (in hexes) Minimum range (In hexes) 0–8 0 9–12 2 13–14 3 15–16 4 17+ 6 Minimum Range Standard rules assume that a gun can track as far or as close as possible. However, in the real world, larger guns often have difficulty moving quickly enough to track ships moving at very close range. The following minimum range rules reflect this reality. Use the Minimum Range Table to determine a specific weapon’s minimum range and then apply the following rule: If a target is inside a weapon’s minimum range, after determining the Weapon and Crew dice (if any), but before adding the Location Dice, rotate one die down one color for each minimum range hex: Black, to Red, to Yellow, to Blue to Green. If multiple dice are being rolled, always rotate the highest color dice (if there are several highest color dice, simply choose one to start with). Once the Weapon Die equals the Crew Die, the Crew Die must be rotated. This can result in a weapon having no Weapon Die, which means the attack cannot be made. Torpedoes: Unless specifically stated otherwise, a torpedo cannot use the Minimum Range rule. visibility Visibility is a general term that defines the overall visual conditions of a scenario, from lighting (night, dusk and so on), to atmospheric conditions (fog, rain, snow and so on), to man-made conditions (smog) and so on. CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT END OF TURN SCENARIOS Minimum Range Example During a turn, a ship is firing at a target with 100mm and 274mm Gun Batteries (the 100mm with a DGreen Crew Die, the 274mm without a Crew Die) at a range of 1 hex. The 100mm Gun Battery would normally roll a DYellow Weapon Die and a DGreen Crew Die, but the 2 hexes inside minimum range rotates the DYellow down to a DGreen, so the player would add the Location Dice from the target to give himself 2DGreen when making the Breach Roll. The 274mm Gun Battery would normally roll a DRed Weapon Die, but the target is 3 hexes inside minimum range and so the weapon would only have a DGreen (DRed to DYellow to DBlue to DGreen) to add to the target’s Location Dice for the Breach Roll. wind If players wish, they can make their games more dynamic, adding wind to move the clouds and potentially even ships across the playing area. visibility condition table Slot (1D6) Roll At the start of the game, the players can choose a visibility condition (or it may be noted in a ready-to-play scenario). To create a more natural situation where the players are unsure of their battlefield before combat begins, after players have set up the playing area and deployed their ships, roll a Slot Die and compare it to the Visibility Conditions Table. Torpedoes: While visibility doesn’t affect a torpedoes “dumb fire” Breach Roll, it does affect the maximum range when designating a target point. Subtract the number of hexes indicated in the Torpedo Maximum Range Reduction column of the Visibility Conditions Table from a Torpedo Slot’s maximum range to determine its modified maximum range under a given condition. Visibility Condition Breach roll modifier Torpedo maximum range reduction 1–2 Clear None None 3 Reduced –1 –2 hexes 4 Low –2 -4 hexes 5 Poor –3 -6 hexes 6 Terrible –4 -8 hexes Wind Direction At the start of the game, the players roll a Slot Die and compare its result to the Wind Direction Table. The wind will travel in this direction for the remainder of the game (unless using Shifting Winds; see below). Shifting Winds If players wish, they can add further diversity to their use of wind conditions in a given scenario, by having the direction and strength of the wind shift from turn to turn. At the start of the game, players should choose which wind strength they want or should randomly determine wind strength by rolling on the Wind Strength Table. 64 At the end of every turn, after all other ship action has been resolved, check to see if the direction or strength of the wind has changed. First, roll a Slot Die for wind strength. On a result of 1, the wind becomes one category weaker (for example, a Moderate Gale would become a Light Gale). On a result of 5, it becomes one category stronger (for example, a Strong Gale would become a Storm). Wind will not change below 1 (No Wind) or above 6 (Storm). Then roll a Slot Die for wind direction. On a result of 1, the wind direction changes by one hexside (60 degrees) clockwise. On a result of 6, the direction changes one hexside counterclockwise. A result of 2–5 on either roll indicates no change. Effects of Wind on Ships A Light Gale has no effect on ships. However, all stronger winds start to affect ships, depending on their type, as summarized on the Wind Strength Table. The following rules fully describe those effects. In order not to be moved by wind, all ships must spend MP equal to the Ship Effects column of the Wind Strength Table at the end of their movement so they can “hold position” in the hex where they ended up. If the MP is not spent, the ship is displaced 1 hex in the direction of the wind. For example, in a Storm, a Destroyer at the end of its movement would need to spend 3 MP in order not to be displaced 1 hex, while a Battleship in the same situation would only need to spend 1 MP to hold position. If a unit is displaced into a target hex that contains another ship, even if that ship is friendly, ramming automatically occurs (see p. 42). All the standard rules for ramming apply, with the two ships’ potentially damaged locations determined by their current orientation. This may cause additional rams if numerous ships are close together. In all instances, movement due to wind occurs at the end of movement; all wind movement is simultaneous and is resolved on the playing area after all ships have finished moving. Extra MP: If a ship enters hexes only in the direction the wind is blowing, without any hexside turns during its movement, the ship receives bonus MP equal to the Ship Effects column of the Wind Strength Table. As with all movement, this MP is not carried across the turn, so if it is not used in that turn, it is lost. No Engine Slots: A ship that does not have any Engine Slots (meaning they were all destroyed in a previous turn) automatically moves 1 hex, as described above, if the appropriate wind strength would affect the type of ship in question. If this movement carries the ship from the playing area (or the ship ends the turn with any part of it occupying a half-hex), it is considered destroyed for purposes of the scenario. wind strength table 1D6 Roll Wind STrength Cloud Effects 1–2 No Wind Clouds Do Not Move Ship Effects* — 3 Light Gale Clouds Move 1 Hex — 4 Moderate Gale Clouds Move 2 Hexes Type 1 = 1 MP 5 Strong Gale Clouds Move 3 Hexes Type 1 = 2 MP; Type 2 = 1 MP 6 Storm Clouds Move 4 Hexes Type 1 = 3 MP; Type 2 & 3 = 2 MP; Type 4 = 1 MP *See Effects of Wind on Ships, p. 31. 65 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT COMBAT END OF TURN SCENARIOS the leviathans universe How to use the Leviathans Universe The world of 1910 Leviathans is epic in scope. The manifest destiny of the 1800s, combined with Old World power and elites, mixes with new technologies that dazzle the imagination as man uses his ingenuity to conquer science and the world. ART AND FICTION The art and fiction of Leviathans crafts a larger-thanlife, alternate history of clashing empires at the dawn of the technological age. Yet heroes still make the difference, whether engaged in deadly political intrigue in the palaces of far distant lands, or on the deck of a ship fighting for its life in a raging storm as hellfire from 12-inch gun batteries threatens to obliterate it. When immersing yourself, or describing it to a friend, the following elements offer just a taste of the Leviathans world: •• Giant steel-cased ships forging through the air over cities, mountains and foreign ports. Static lightning halos thrown off by a ship’s electroid ballast tanks when conducting high-powered maneuvers. A broken-keeled ship hanging for a heartbeat at the edge of the clouds, blazing with fire and lightning, then slowly rolling over and plummeting toward the barren desert floor... •• The officers who must perfect three-dimensional naval warfare on ships that mount cutting-edge 1910 66 technologies. The enlisted man who cuts his lanyard to dash across a pitching deck and rescue a comrade before he goes over the side; the engineer who is almost as much a wizard as a technician, able to pull off virtual miracles to save his vessel under fire. An Evolving World In addition to the scope and excitement of this universe, Leviathans is also evolving. The current setting of the universe is 1910. Yet the Gazetteer delves decades into the past to fully flesh out the alternate history of this universe that began with a pivotal event: Rynchowski isolating the electrical fluid (electroid) in 1878. More important for you, the player and reader, the Gazetteer shows a world on the brink—a moment in time as a collective breath is drawn before epic events unfold. In future releases (as well as the website www. monstersinthesky.com), additional fiction will depict those events. And you, the player, will experience the universe as it evolves, reading about the men and women fighting for king and country, and playing out their epic conflicts on your gaming table. How Do I Do That? The following is an example of how players can take the Leviathans universe and infuse it into every game they play. Unlike the Captain’s Manual Excerpt, which provides rules for tweaking various aspects of Leviathans play, or the Scenarios section (see p. 49), this section simply provides insights into how players can immerse themselves more thoroughly in the universe. Where and Why? These are likely to be the most important questions players ask as they design a scenario or take a published scenario and rev it up. The previous scenarios provide rough “where Egypt French West Africa Cameroon Congo Angola AFRICA and why” answers—just enough of a hint to give a frame of reference for why British and French ships are going at each other, especially when no formal declaration of war has occurred. Yet those are just the tip of the iceberg. Let’s take the My Airspace scenario as an example (see p. 54). The situation provides a quick thumbnail sketch; British and French forces are fighting over the Suez Canal. But why? Just because they don’t like each other? Or is something bigger going on? After perusing the Gazetteer (and looking at the Africa map; displayed here for ease of reference), a playing group may decide it’s not about a direct fight over the Suez Canal. There’s a lot more to it. Nationalist fever has broken out in Egypt, with a small uprising threatening British control of that nation near the French West Africa border. The British have moved in some ground troops, while nervous leviathan commanders are ensuring that the French keep their collective nose out of British business. Meanwhile, the French move their leviathans in because the British conflict is occurring far too close to a hidden French manufactory. Not nearly close enough for ground troops to threaten…but enemy leviathans are a completely different story. Such misunderstandings on both sides could easily escalate into a shooting war from which neither empire can extricate itself. South Africa 67 CONTENTS/ CREDITS OVERVIEW GAME SET-UP MOVEMENT Captain and Crews Those details are great, but they’re still impersonal: a clash of empires rather than people. Taking it down another level to the captains and crews involved, with the wind in their hair and cordite burning in their nostrils, can bring a wonderful immediacy to a game. For example, a gaming group may decide that while Sky Captain Kent Graham would like nothing better than to kick French posterior, the uprising is of far greater concern. But not in the way another officer might think. Unlike many British officers, Graham doesn’t believe in the need to stamp the King’s authority on African natives at every turn. Yet if he can’t fend off the French forces quickly enough, that may allow the rebellion to spread too far in Egypt. And if that occurs, the Royal Sky Fleet might just redeploy “Black Jack” COMBAT END OF TURN United States John Christian and his HML Philopoemen from another part of the globe into the mess. Kent loathes Christian for his role in the Calcutta massacre, but knows the high command will allow the man to do his dirty work all over again if necessary to secure the empire’s borders. Sky Captain Graham would consider it a black mark on his honor if he let such an event occur. It’s Up to You The description above represents only one of hundreds—if not thousands—of ideas the players will come up with on their own for placing themselves directly onto leviathans’ decks. Ultimately, it’s up to each playing group to decide how much or how little of the universe plays out in their scenarios. After all, just moving ships and tossing dice in Leviathans is plenty fun. However, when fully linked to all the action, intrigue and drama that Leviathans has to offer, any scenario becomes far more than just a game. Canada SCENARIOS NORTH PACIFIC United States 68 Leviathans is a trademark of InMediaRes Productions LLC. 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