Surface Battle Group v30 Core Rules (7051525)

johnny okane (order #7051525) SURFACE BATTLE GROUP v3.0 By Thomas Dziegielewski TABLE of CONTENTS: Starter fleets & Ga

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0 By Thomas Dziegielewski TABLE of CONTENTS: Starter fleets & Game Markers printable on cardstock {New Content} ……...…………….p.2 Design Conventions {Additions} ..……………………………………………..………….…….. p.7 Sequence of Play {Updated for Added Rules}...……………………………………..….…….. p.9 Rule 1: The Bridge {Added Rules, Pirate Speedboats}.…….…….…………….……..……. p.10 Rule 2: Search: Air, Surface & Subsurface {Added Rules, Stealth Aircraft}.……..…..….p.10 Rule 3: Movement {Depth Charge Attacks & Hidden Sub Movement}…………..……….. p.14 Rule 4: Combat {New Optional Fire Resolution & Change for Initiative} ..….....………...p.18 Rule 5: Launch Subordinate craft / Stow recovered craft below {Added Rule} …..….....p.25 Rule 6: Damage Control {Added Rule}.………………………………………………………... p.26 Rule 7: Morale & Rally Checks {Added Rules, Pirates & Prizes} ……...…………………. p.28 Appendices: Reading the ship form, Charts, Tables & General Notes {v3.0 update}.... p.30 USN Ship Forms {Includes Littoral Combat Ships}………...………………………..……... p.42 UK Ship Forms {Includes Falklands 1982 Ships}.……..…….………………………………. p.61 USSR Ship Forms {Updated Weapon Values} .…………….………………………………….p.76 Iranian Ship Forms {Updated Weapon Values} ……………….……………...………………p.96 Argentine Ship Forms {Las Malvinas, 1982}…...…………………………………………..…p.100 Pirate & Prize Ship Forms {Littoral Combat Bad Guys & Freighters} ...……………..….p.109 Aircraft Forms: US, Russian, UK, Argentine & Blank {Added Planes} ………………….p.111 Addendums, Questions and Answers {A Few New Q&A}………….…..…..…………..….p.119 Damage Class Tables for Inclusion of New Weapons (New Content}.......................…..p.122 Starter scenarios {New Content} .......................................................................................p.123

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SURFACE BATTLE GROUP v3.0

This ship and aircraft counter sheet will support scenarios 1 through 5. (Thumbnail and ship counter graphics by Christopher Jones) 12/22/2010

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SURFACE BATTLE GROUP v3.0

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RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA Fired Defense

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SURFACE BATTLE GROUP v3.0

SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC V

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The primary use of the numeric markers is to indicate movement rate. The three different colors of the numbers corresponds to the change in sonar spotting modifiers applicable to that speed; both for listening and making noise. RA = Radar Active, SA = Sonar Active, LR = Launch & Recover aircraft or hovercraft, DC = Dummy Counters. The green arrow heads show the final direction of a vessel at the end of movement. SPOT markers are placed next to vessels when they are spotted. FIRED markers are placed next to vessels that have used their OFFENSIVE fire capabilities.

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SURFACE BATTLE GROUP v3.0 ORDER MARKER COVERS

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SURFACE BATTLE GROUP v3.0 SUBMARINE HIDDEN MOVEMENT MARKERS - PLACE PRINTED SIDE DOWN

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SURFACE BATTLE GROUP v3.0 DESIGN CONVENTIONS: Surface scale: 1/24000 or 1 foot equals 4 nautical miles (1’= 4nm) Time Scale: One turn represents 5 minutes. Figure scale: For all surface vessels, hovercraft, submarines and helicopters; 1 to 1. For fixed wing fighters, strike aircraft and bombers 4 to 1. For Torpedoes and ASW weapons 4 to 1. For missiles, guns and bombs; 4 to 1, round up for offensive ordnance and round down for defensive ordnance. Rounding is used when generating the amount of armaments carried for ships, subs and aircraft. This means that the figure scale might be mistaken as 1 for 1 on aircraft. Hull points are based on the standard displaced tonnage of the vessel, not the fully loaded tonnage. The conversion is: For US & UK vessels Hull Points = (std. displ. ton)/550 rounded to the nearest whole number. For Russian vessels Hull Points = (std. displ. ton)/600 rounded to the nearest whole number. Carriers and Helicopter Assault ships have their hull points reduced by 15%. For movement in inches per turn divide the rated speed in nm/hr by 4, round to the nearest half inch. (That means ¼ inch and ¾ inch round down) Damage Control Capacity: For US & UK vessels the conversion is crew compliment/400 rounded to the nearest whole number with a minimum of value of one. For Russian vessels the calculation is the crew compliment/500 rounded to the nearest whole number with a minimum value of one. For small pirate craft such as speedboats and fishing boats the DCC is always zero. Submarines tend to have 1 hull point when submerged and 4 hull points when surfaced. The double hulled Typhoon, Akula and Ohio classes have 2 points submerged and 5 surfaced. Submarines may fire missiles when submerged unless stated otherwise. All aircraft, including helicopters, and hovercraft figures have only one hit point. Damage done by a hit is based on the weight of the warhead for explosive warheads. Projectile weight and rate of fire is used for solid shells. For ASW weapons used strictly against submerged targets the weight of the explosive warhead is used but the damage is upgraded one class due to the inherently bad situation of being a submerged submarine. The damage class tables are on p.122. Dice notation; 3D6+6 means roll 3 six-sided dice and add 6 to the total. For the radar/sonar location tables roll 1D20 (a.k.a. 1 twenty-sided die). On tables for weapon accuracy, damage control/special damage repair and radar/sonar location tables the notation of “(13+)” means that a net result of 13 or more means the attempted action was successful. Also note that the range tables for various things use both the apostrophe (‘) and the quotation mark (“). The apostrophe means a linear dimension of “feet”. The quotation mark (“) stands for inches. If you have 1/6000 scale ships metric units of centimeters can be used instead of inches without effecting play.

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SURFACE BATTLE GROUP v3.0 All ranges, moves and arcs of fire are measured from the point of the bow or nose. Many of the rules refer to “more (or less) than XX% damage”. Calculate the percentage and DO NOT ROUND. If the requirement is “> 50%”, 50.003% is more than 50%. Likewise, 49.997% is < 50%. Game Equipment Needed:  A set of these rules  Ship figures (1/2400 or smaller is good, if you use 1/1200 scale double the ranges and speed, if you have 1/6000 scale figures use centimeters. This rule set includes some ship counters as starter fleets.  Dice: a half-dozen each of D6, D10 and D20 are required, at least a pair each of D4, D8 and D12 are also needed.  Non-glare sheet protectors for the ship forms  Wipe-erase markers to write on the sheet protectors  Cardstock to print the ships and status markers  Large table or floor space, approximately 8 ft x 5 ft. ( 2.5m x 1.5m)  One good tape measure of at least 12 feet (5m) in length, 25 feet (10m) if you plan to play on the floor  Rulers, 12 inches long (30cm)  A deck of standard playing cards for use with the combat initiative rule. Die Table as a reference: D4: Collision/Ramming D6: Fractional Damage Table, Damage, Collision/Ramming Bulk Defensive Fire, Drifting D8: Collision/Ramming D10: Initiative Offensive Fire/Strike Aircraft, Special Damage Table, Collision/Ramming D12: Rudder Hit D20: Radar/Sonar Detection, Damage Control, Morale, Repair, Extinguish Fire, Accuracy

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SURFACE BATTLE GROUP v3.0 SEQUENCE OF PLAY 1. Bridge A) Place new speed and status markers face down. Leave last turn’s markers face up. B) Weapon directors capable of both “attack” & “defense” modes must have their mode selected at this time. 2. Search: Air, Surface & Subsurface A) Locate Aircraft & Off Board Missiles, reacquire stealth aircraft B) Locate Surface Craft (including surfaced subs) C) Locate Submarines (all submerged subs must be reacquired, torpedoes must reacquire targets) D) Remove last turn’s markers and reveal new markers 3. Movement A) Surface Ships, Located Subs & Hovercraft Move, Depth Charge attacks are made. Check for collisions and ramming attempts. B) Move in-flight missiles / immediately resolve hit damage as per normal combat C) Move detected air units / Conduct anti-aircraft fire / Recover Aircraft, recovered aircraft are now on the landing deck; not below deck D) Move Undetected Subs and Undetected Aircraft. 4. Combat (Fire is not simultaneous in this phase) A) Each fire still burning does damage. B) Initiative for Offensive Fire C) Initiative for strike A/C attacks when both sides have strike A/C D) Move previously fired torpedoes / resolve hit damage. E) Offensive fire for individual ships or groups of aircraft. Fire is NOT simultaneous in this phase. Resolve Special Damage rolls as they are needed. 5. Launch Aircraft / Stow recovered aircraft below deck 6. Damage Control A) Damage Control Checks B) Extinguish Fires 7. Morale A) Rally & Morale Checks

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SURFACE BATTLE GROUP v3.0 RULE 1: THE BRIDGE At the start of each turn every ship must:  Leave any radar or sonar system status markers from the previous turn face up with the ship or aircraft they belong to.  Decide what the speed of the ship, sub or hovercraft will be to the one-half of an inch. Aircraft do not pre-select their movement speed.  Decide which direction the ship, submarine or hovercraft will be facing at the end of the turn. This is not necessary for aircraft.  Decide whether the weapons directors which are labeled “A or D” will be set for attack or defense. This is not applicable to aircraft.  Decide whether or not the ship will launch or recover aircraft if so equipped.  Decide whether search radar and search sonar are active or passive for the next turn. This applies to all vessels and aircraft. Place markers for the Bridge step face up under a cover next to the corresponding ship. At the end of the “Search” step they are revealed and take effect. RA

RADAR ACTIVE: SHIP EMMITING RADAR SIGNALS SONAR ACTIVE: SHIP EMMITING SONAR SIGNALS LAUNCH OR RECOVER SUBORDINATE CRAFT: SHIP HANDLING AIRCRAFT OR HOVERCRAFT NUMERIC MARKERS: SHIP SPEED AND OTHER USES DUMMY COUNTERS; GAMESMANSHIP AND OTHER USES DIRECTIONAL ARROWHEAD: EXACT SHIP HEADING AFTER MOVEMENT

SA LR 12 DC s

Speed changes are generalized based on the tonnage expressed as total hull points. Changing speed: Based on Hull Points US & UK/NATO Russian/Chinese Speed Change 1 – 10 1–9 4” max. 11 – 35 10 – 30 3” max. 36+ 31+ 2” max. All nations: Freighters, LSTs etc. 2”max. Pirate Speedboats 0–1 ANY

Size Class 1 2 3 2 0

Quick Play Summary: Rule 1 Point the arrow in the direction the ship will be heading at the END of movement. Use a numeric marker to set speed as if moving straight ahead. Mark weapons directors for attack or defense as needed. If your radar and/or sonar will be active pick the matching marker. If you will be launching or recovering aircraft, hovercraft or other subordinate vessels pick that marker too. Dummy counters are available for gamesmanship. Conceal all markers next to the ship figure.

RULE 2: SEARCH: Air, Surface & Subsurface {NEW RULES} In order to be fired upon, a ship, boat, aircraft, or missile must be located by the opposing force. 12/22/2010

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SURFACE BATTLE GROUP v3.0 Only one attempt at radar location and one attempt at sonar location of each target per turn is allowed. Roll for which ever unit has the best chance to locate the target. Information can be shared among friendly vessels, but the vessel or aircraft doing the locating and sharing automatically goes to radar active status if not already active. Missiles launched on the playing surface (i.e. not off-board) are automatically located. Once a ship or aircraft is spotted by radar it remains spotted until the radar contact is broken. The exception is stealth aircraft: F-117, B-2, F-22 & F-35. These must be acquired every turn. Radar contact is broken by these means:  Target ship moves to within 1” of a land mass and is radar passive  The searching radar is jammed  If target is a surfaced sub; submerging breaks radar contact  If an aircraft is the search platform; shooting it down breaks contact  If a surface vessel is the search platform, a landmass intervenes Once radar contact is broken it must be re-established by the normal search procedure. If the total of the modifiers means that no die roll can acquire the target then the target cannot be acquired that turn. There is no “mercy rule” for locating targets. LOCATION BY RADAR: AIR SEARCH by ship: Radar Type & mode A-active A-passive B-active B-passive C-active C-passive

Chance(1d20) @ Range (or less) 7+ @ 50' 11+ @ 75’ 7+ @ 27.5' 11+ @ 41’ 7+ @ 11' 11+ @ 16.5’

3+ @ 20' 9+ @ 50’ 3+ @ 10' 9+ @ 27.5’ 3+ @ 5' 9+ @ 11’

LOCATION BY RADAR: SURFACE SEARCH by Ships: Radar Type & mode Chance(1d20) @ Range (or less) A-active A-passive B-active B-passive C-active C-passive D-active D-passive

7+ @ 27' 11+ @ 40.5’ 7+ @ 6' 11+ @ 9’ 7+ @ 2.5' 11+ @ 3.75’ 7+ @ 1’ 11+ @ 2’

3+ @ 17' 9+ @ 27’ 3+ @ 4' 9+ @ 6’ 3+ @ 1.5' 9+ @ 2.5’ 3+ @ 4” 9+ @ 6”

AIR OR SURFACE SEARCH by A/C with Active or Passive Radar: A/C type Chance(1d20) @ Range (or less) AWAC/AEW Passive mode Recon/EW Passive mode Ftr/Strk/Bmbr Passive mode ASW Passive mode 12/22/2010

johnny okane (order #7051525)

7+ @ 50' 11+ @ 75’ 7+ @ 16' 11+ @ 24’ 7+ @ 10' 11+ @ 15’ 7+ @ 7' 11+ @ 10.5’ 11

3+ @ 30' 9+ @ 50’ 3+ @ 10' 9+ @ 16’ 3+ @ 6' 9+ @ 10’ 3+ @ 5' 9+ @ 7’

SURFACE BATTLE GROUP v3.0 Remote targeting of offensive missiles by helicopters and AEW aircraft is possible. One Helicopter can support 4 ships. One AEW aircraft can support the entire battle group. Radar Modifiers: (Location & Combat, all modifiers to the die roll) Location: -4 for being a radar passive target of a search. -3 for surface contacts within 1" of a landmass. -2 when locating missiles launched off board -8 for active radar within an EW jam cone. (22.5 degrees of arc by 4' in length) +1 for EACH friendly radar in active status when searching for stealth aircraft. -3 when attempting to locate stealth aircraft over water; -6 over land Combat: +1 to ECM for surface targets within 1" of a landmass. -4 to accuracy for attacks by jammed radar. If a weapon is fired that is radar controlled its status automatically becomes “radar active” unless an aircraft such as an AEW or a properly equipped helicopter can fulfill the active radar requirement while the launching ship or aircraft remains passive. Jamming causes all radar within the boundaries of the cone to go active automatically. Sonar Acquisition: Each turn submarines must be acquired and homing or guided torpedoes must reacquire their target. Failure to acquire a target means that any torpedoes launched cannot impact their intended target. For wire guided torpedoes the controlling vessel must check. For homing torpedoes the torpedo must check. Torpedoes check as a type “A” sonar in the active mode. Helicopters MUST be stationary to use their dipping sonar. Their sonar is a type “A” sonar and may be either passive or active. A sub surfacing or diving is not stationary and is not in the silent mode. A sub firing torpedoes or launching missiles is not silent. Speed modifiers apply to both the searcher and the contact. Submarines must be reacquired each turn. Homing and guided torpedoes must reacquire their target. An unsuccessful roll means sonar contact is broken. Optionally, a submarine model is NOT placed on the playing surface when the submarine enters play. Each individual submarine is usually represented by three poker chips with one of them identified (again, hidden) as the real submarine. Each poker chip must be successfully located to determine the actual location of the sub. When a poker chip is “located” it is removed from the playing surface. If the chip of the real sub is located the model is placed on the playing surface. Any chips of the group not located remain on the board (they might be subs too). There are new OPTIONAL effects of failing to reacquire submarines. See Rule #3 Movement (optional submarine movement prior to reacquisition).

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SURFACE BATTLE GROUP v3.0 LOCATION BY SONAR: Sonar Modifiers: (to the die roll) +/- 2 if moving faster than 3.5" per turn. Plus if the target is at that speed. Minus if the searcher is at that speed. This is not cumulative with other speed related modifiers. -4 if trying to locate a stationary, submerged sub +/- 4 if moving faster than 7" per turn. Plus if the target is at that speed. Minus if the searcher is at that speed. This is not cumulative with other speed related modifiers. -4 for intervening landmasses -2 for subs in “silent running” mode (speed of 3” or less but more than 0”, did not fire, surface, or use active sonar the preceding turn.) +/- Crew quality modifiers (accounts for dealing with convergence zones, thermal strata and all those other variables too cumbersome to model here) Sonar Type & Mode Type “A” Sonar, active mode

Chance (1d20) & Range (or less) 10+ @ 2' 9+ @ 1' 5+ @ 3"

Type “A” Sonar, passive mode

16+ @ 9' 14+ @ 6' 10+ @ 3'

Type “P” Sonar, passive (only)

12+ @ 9' 8+ @ 6' 4+ @ 3'

Sample Location: The Slava and a Victor III are 5 feet from the Arleigh Burke, the Pegasus and Los Angeles class sub, the Toledo. The Slava is at a 6” speed with type “B” radar active and type “A” sonar passive. The Victor III is at a 3” speed and submerged with type “P” sonar. The Burke is at 6” speed with radar passive and type “P” sonar. The Pegasus is at 12” speed but within 1” of an intervening landmass with type “B” radar active. The Toledo is at “silent running” at 1” speed with type “P” sonar. The Slava has a net 12+ to locate the Burke (7+ for B-radar active at < 6’ range and a -4 for radar passive and -1 for stealth technology), an 11+ to locate the Pegasus (7+ @ -4 land mass), a 19+ to hear the Toledo (14+ for “A” sonar at < 6’ and -2 for silent mode and -1 as a Los Angeles class and -2 for the Slava’s speed). The Victor III has a 11+ to hear the Toledo (8+ with -2 and -1), a net 8+ to hear the Pegasus (8+ with +4 speed and -4 landmass), and a net 6+ to hear the Burke (8+ with +2). The Burke has a net 9+ to locate the Slava (9+ for A-radar passive with no modifiers), a net 12+ to hear the Victor III (8+ with a -4 for speed and silence). The Pegasus has a net 7+ to locate the Slava, no modifiers apply. The Pegasus has no sonar and can’t hear the Victor III. The Toledo has a net 8+ to hear the Victor III, no modifiers apply. The Toledo has a net 6+ to hear the Slava (8+ with +2).This means that the Slava rolls for radar location (12+ and 10+) and the Victor III rolls for sonar location (11+ , 8+ and 6+) of the U.S. ships. The Burke rolls for the radar location (9+) and the Toledo rolls for the sonar locations (8+ and 6+) of the Russians. 12/22/2010

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SURFACE BATTLE GROUP v3.0 Quick Play Summary: Rule 2 One attempt with radar and one attempt with sonar to detect each enemy target may be made by each side. Roll using the ship or aircraft that has the best chance to succeed. Friendly vessels and aircraft can use the location information if the spotting unit goes radar active. Submarines must be reacquired each turn. Stealth aircraft must be reacquired each turn. Reveal status and order markers at the end of the phase.

RULE 3: MOVEMENT {NEW OPTIONAL RULE FOR SUB MOVEMENT & NEW RULE FOR DEPTH CHARGE ATTACKS} Every ship, submarine and hovercraft should have been given a directional marker and a speed marker in the bridge phase. If this is not the case, the previous turn’s orders must be repeated. After movement all ships must end up facing EXACTLY the way their arrow was placed during the “Bridge” step. A ship’s speed and change of speed abilities are listed on the ship form for each class of ship. See Appendix A: Using and Reading the Ship Form on page 29. Movement Sequence: All movement within one step of the sequence is simultaneous. 1. All surface vessels and surfaced submarines, all located submarines, and all hovercraft move. Depth charge attacks are made. Declare and resolve collisions and ramming attempts. 2. All missiles which were airborne the previous turn move. Resolve anti-missile fire. Resolve damage from successful missile hits. 3. All detected air units move. Resolve anti-aircraft fire. Indicate aircraft to be recovered. These aircraft are not yet below deck. 4. All undetected submarines and aircraft move. All ships, submarines and hovercraft must move the full amount shown on the marker chosen during the Bridge phase. The full amount can only be reduced by changing course. The amount of reduction is given on the rosette diagram below.

Turns of 45 degrees or less are free. Turns of more than 45 and less than 135 degrees cost 25% of the marked speed. Turns of 135 degrees or more cost 50% of the marked speed. Select your speed marker as if you were moving straight. Calculate the reduction as a loss to your set speed. Change speed markers only during the Bridge phase. Only one change of course can be made per turn. The course change can be made at any point on the movement path. The vessel must end up pointing the same direction as the arrow placement in the Bridge phase. See examples on the next page. 12/22/2010

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SURFACE BATTLE GROUP v3.0 Sample Movement:

The requirement is that 8 points of movement be used and that the vessel makes one facing change 90 degrees to port from its starting orientation. Options 1 & 3 are the extremes of interpretation of the order. Option 2 is just one of many moves somewhere in the middle. ALL ARE LEGAL and may be chosen at the time of movement.

AIR UNIT MOVEMENT: ASW Helicopters have a maximum speed of 120nm/hr (2.5’/turn). AEW and ASW fixed wing aircraft have a minimum speed of 240nm/hr (5’/turn) and a maximum of 480nm/hr (10’/turn). VSTOL planes move from 0 to 12’ per turn, BUT AT SPEEDS BELOW 7’ the fuel range used is equal to 12’ MINUS the actual movement. Fighters and Strike aircraft have a generalized speed 336nm/hr (7’/turn) minimum speed and 576nm/hr (12’/turn) top speed. Planes using supersonic movement use a standard speed of 1200nm/hr (25’/turn). Supersonic speed is only used for off-board movement at a 2 for 1 distance penalty to simulate extra fuel use, except for the F-22. Normal missiles use a speed of 600nm/hr (12.5/turn). HARM & ARM missiles use a speed of 1680nm/hr. (35’/turn) Note that planes and helicopters move to the ship for recovery, this is the only time planes may move less than their minimum.

TORPEDO MOVEMENT: Torpedoes launched the previous turn that reacquire their targets move towards their target at the speed given in the weapon data table. Note that dual speed torpedoes use 12/22/2010

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SURFACE BATTLE GROUP v3.0 their slow speed if they fail to acquire the target. Non-homing weapons run their set course and speed.

HIDDEN MOVEMENT FOR SUBMARINES: Each group of three decoy markers obeys the movement orders of the real sub. OPTIONAL: If a sub manages to break contact the sub commander has the following option (if all players agree to it). Remove the model and replace it with up to 3 decoy markers at the last known location of the sub (again with one secretly identified as the real sub). Movement of the chips for that turn is governed only by the indicated speed; DO NOT USE THE DIRECTIONAL ARROWHEAD. The chips may fan out at the marked speed WITHOUT ANY PENALTY FOR CHANGING COURSE. On subsequent turns the group must obey the movement orders of the real sub.

DEPTH CHARGE ATTACKS: This special attack occurs during the movement phase. The submarine(s) must be located to be attacked. The movement for the involved vessels will be broken up into 4 stages. In order for a depth charge attack to occur the bows of the ship and the sub must be within 1 inch of each other at the end of any one of the stages (or 1 cm if using that scale). Using the speed and course information from the markers is done in the following manner. After adjusting the speed for any turns; divide the adjusted speed by 4. Any turns indicated may be executed during any one stage, but only one turn is allowed per vessel per attack attempt. Both vessels move one fourth their full move for the first stage. Next, measure the distance between the bows. IF THE DISTANCE IS LESS THAN 1 INCH THE ATTACK ROLL IS MADE THEN. If the sub is not sunk the next stage of movement takes place. Note that the depth charge launcher rate of fire may NOT be exceeded for the entire turn, not just the individual stages. If the RoF of the depth charge system is 1 then only one of the stages may contain an attack.

SPECIAL MOVEMENT: Special movement circumstances such as: collisions, ramming, loss of Engine Strength points, “all stop” and being adrift all have additional rules. Loss of all Engine Strength Points or going to “all stop”: These conditions reduce the speed from the previous turn by half on the first turn. On the second consecutive turn without the screws turning the speed becomes zero. On the third consecutive turn and every turn thereafter the vessel drifts. Drifting: When a ship becomes adrift, randomly roll for the direction of the wind and the sea state. Once rolled, these items do not change for the scenario. The sea state is on a scale from 0 to 10. Roll 2d6-2 to determine the sea state. If you did not roll for the sea state at the start of play, halve the result and round down.

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SURFACE BATTLE GROUP v3.0 SEA STATE Die Roll (2D6-2) 0,1,2,3 4,5,6 7

DRIFT Dice to be rolled for drift 1/6D6 1/3D6 1/2D6

RESTRICTIONS

PHM & PTM can’t fire, no hydrofoil movement, all gunnery is -1 to hit 8 2/3D6 As above but gunnery is now -2 to hit 9 1D6 NO COMBAT 10 1D6+2 NO COMBAT Roll for the distance drifted each turn. Collisions and Ramming: Collisions are accidental and can only occur in two situations: 1. One of the vessels is under the effects of “Special Damage” to the bridge, rudder or has lost all engines points. 2. Both of the vessels are operating without radar for any reason at night or in a heavy fog or other near zero visibility conditions. Ramming is a voluntary impact by at least one of the vessels. Ramming may only be attempted under the following circumstances: 1. The ship is capable of motion under its own power. Drifting ships collide. Ships that are drifting cannot ram under these rules. 2. The ramming ship is at more than 80% damaged 3. The ship no longer has any other weapons usable in the battle (e.g. only ASW weapons in a pure surface battle) 4. The ship is NOT under any morale failure effects. 5. The ship is NOT the Task Force Command as Task Force Command is defined later in these rules. Resolving Collisions and Ramming: Ships are possibly occupying the same space at the same time. Ships will move according to the vectors selected by their captain or by nature if drifting. Vessels that wish to ram each other, and qualify by the rules above, do so automatically. If only one ship wishes to ram or if there is a chance of an accidental collision then the following procedure is used. Each vessel moves half of it’s movement points. If the vessels’ paths cross and the points of the bows are within 1” of each other, roll dice as per below. If those conditions are not both met, both vessels move the remaining halves of their movement and repeat the path and distance checks again for contact. If both vessels are undamaged each vessel rolls 1D10. If either ship is damaged each vessel rolls 1D8. If one vessel has special damage to the bridge, rudder, or radar in effect, or is on fire, both vessels roll 1D6. If both vessels have special damage as noted above, both vessels roll 1D4. If the die rolls match (i.e. doubles are rolled) contact is made and damage occurs. 12/22/2010

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SURFACE BATTLE GROUP v3.0 Quick Play Summary: Rule 3 Move units as per the movement sequence on page 9. All movement is simultaneous within the steps of the sequence. Note possible collisions and attempts to ram. Missiles and torpedoes launched in previous turns may attack if they reach their targets. Resolve such attacks immediately.

RULE 4: COMBAT {Rule Change & New Rule} Vessels, aircraft and shore defenses make their attacks. Weapon Director Systems labeled “A or D” must choose during the “Bridge” step. Any weapons directors left undesignated default to DEFENSIVE mode. Attacks are NOT simultaneous. The order of attacks is based on the initiative for all units and the color of the card drawn. Defensive fire is always opportunity fire. First, all defensive missile fire must be resolved. Special damage occurs due to a large amount of damage from a single attack. If you need to roll a “21” to hit after you total the modifiers, you cannot hit. If you only need a “1” to hit after the modifiers, then you hit. See FIRE rules for oilers, carriers and combat vessels hit while launching / recovering aircraft. Firing at a dead in the water/drifting vessel is at +1 to the die roll. A single weapon director gets to fire on targets up to the limit of the rate of fire of the weapon mount per turn. The mount may never exceed its listed ROF in a turn no matter how many directors are linked to it. If a mount or group of mounts has an excess of directors that must choose their status some may be selected for attack and others for defense. The final choice of what the mount does is then left till the last moment. See the section on the “Ship Form” in the appendix for details on how to use it. Rate of fire limits apply, as does weapon director status. If the target moves in and out of range the fire is conducted anyway. This is very important for aircraft and missiles launched off board. The owning player of the air unit must move his units on the board. This determines exposure to anti-aircraft fire. Defensive fire is pre-committed by the group (missiles, DP guns and CIWS) before the d20 is rolled. Over-committed systems count as using their ammo. Note that ships with weapons control radar that goes active for defensive fire MUST change their radar status marker to “Radar Active” (RA) immediately. Anti-submarine weapons (ASW): If a non-nuclear weapon is labeled ASW it may only be used against submarines. Nixie masking systems: If the torpedo attack roll misses by more than the masking system modifier the masking system is not harmed. If the roll misses by LESS than the masking system modifier the making system is destroyed and all torpedo countermeasures are lost for that vessel. The graphics on the next page call out the various fields of fire for guns. Guided missile launchers are treated as omni-directional. Unguided rockets (e.g. hedgehogs) have fields of fire corresponding to their mounting position on the ship’s structure.

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SURFACE BATTLE GROUP v3.0

Note that because of the relative position of the bow tips the red ship may fire guns designated as Fore (F), Bow (B) or Starboard (S), mounts at the blue ship. Missile launchers have no restrictions for ship position. REMEMBER, ALL LOCATIONS AND RANGES ARE TAKEN FROM THE BOW POINT!

INITIATIVE FOR OFFENSIVE FIRE: Each overall commander rolls 1d10 +/- modifiers with the high die roll winning initiative. The winner of initiative is allowed one refusal on having an enemy ship fire its weapons. If after modifiers are applied to the rolls and the result is a tie, neither side has initiative. Then, neither side gets to refuse an enemy card. Each side will be assigned a color from the card deck. The number of cards per side is determined as follows. For each side, each vessel gets a card. The entire force of ASW aircraft on a side are treated as if they were one ship. The entire group of strike aircraft gets one card just like the ASW 12/22/2010

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SURFACE BATTLE GROUP v3.0 group. Players will decide which ship or the helicopters/ASW craft or the strike planes will attack. One playing card will be turned over for each ship, one card allows all helicopters/ASW craft to attack and one card allows all strike aircraft to attack. One ship may fire offensively on each turn of a card. Once a ship or the ASW assets or the air strike takes its OFFENSIVE shots it is done taking offensive shots for the turn. Don’t forget to add an extra card to each side’s deck to cover the right of refusal.

Initiative Modifiers for the Battle Group: +1 for each good crew -1 for each poor crew -1 for each vessel on fire +1 for each unlocated surface ship +2 for each unlocated and submerged sub -1 for each ship with a morale failure in effect or dead in the water / adrift -2 for each ship sunk or abandoned -2 for not having a helo up when the other side does +2 for having strike a/c unopposed by hostile a/c

INITIATIVE FOR STRIKE AIRCRAFT: If both sides have strike aircraft or bombers on the board this turn an initiative roll is required to see who shoots first. Each side rolls 1D10 with modifiers from the chart below. High net result has the choice of attacking with strike aircraft first or last. The LOSER of the strike aircraft initiative may not attack until the winner has attacked. If the side that LOST air strike initiative runs out of cards in the deck the winner must make his air strike immediately; then the loser gets his chance to do his air strike. NOTE: Helicopters and ASW attack with the card they are allotted with the regular initiative.

Strike A/C Initiative modifiers: {Note: Ties are not allowed for this} + the number of “good” aircrews - the number of “poor” aircrews + the numerical advantage in strike aircraft to the more numerous side.

OFFENSIVE & DEFENSIVE FIRE: After initiatives have been determined remove all excess cards created due to losses last turn. Add cards for air assets or new ships as needed. Shuffle the deck well. Turn over one card. If the “red” side has won the initiative and a “black” card was turned up, the “red” side may order another card turned over and the initiative is used up for the turn. When a card is turned over the side corresponding to that card turned over selects one ship, or ALL of it’s ASW aircraft assets, or ALL of it’s strike a/c assets to attack. Once a particular ship or asset is used it may not take offensive action again this turn. Sometimes a commander may not wish to fire anything. He must still designate one ship or air asset as “fired” to use up the card from the initiative deck.

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OPTIONAL COMBAT RESOLUTION: Speedier Defensive Fire System Speed of play is a critical factor in player enjoyment of the game. While it definitely plays faster, it requires discipline from the Game Master AND players. The previous rule had the ship that is performing OFFENSIVE fire with missiles declare the number of missiles and the intended target. The process for defensive fire was resolved one range group at a time; defensive missiles, then dual purpose guns and lastly Close In Weapon Systems (CIWS) as shown above; often this took too long. Instead of rolling for each defensive missile, each dual purpose gun and each CIWS that can bear on the incoming missiles, the new process is given below. STEPS 1 & 2 ARE WHERE THE DISCIPLINE IS REQUIRED. IF NO DEFENSIVE MISSILES ARE FIRED DO NOT USE THIS SYSTEM; roll defensive DP and CIWS guns individually. 1. Count up the TOTAL number of offensive missiles being fired at the target. You must declare ALL fire from one vessel at one target at the same time. Mark off ordnance used on the ship form. Mark the ship as having fired. 2. Count up the DEFENSIVE MISSILES FIRED, the number of dual purpose guns that will be firing and the number of CIWS mounts firing FROM THE TARGET SHIP FIRST. Mark off defensive missiles, DP guns and CIWS mounts as fired on the ship form. If other vessels are firing defensively in support of the original target resolve those defensive fires separately using this same system. 3. Compare the crew quality ratings of the crews. Average crews get no modifiers. Poor crews add one to the die roll for offensive fire and subtract one for defensive fire. Good crews subtract one for offensive fire and add one for defensive fire. This means the range of modification is from -2 to +2. Roll 2D6, adjust the roll for crew quality as given on the table and cross find the net result on the BULK DEFENSIVE FIRE TABLE below to determine the percentage of misses by the defensive fire. Always round down the number of misses. 4. Subtract the number of misses from the total defensive shots to determine the net effective fire. 5. Subtract the net effective fire number from the number of offensive missiles. A positive number means that that many missiles got through. A result of zero or less means no missiles got through. 6. Now resolve the supporting defensive fire against the REMAINING missiles ONE SHIP at a time.

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SURFACE BATTLE GROUP v3.0 BULK DEFENSIVE FIRE AGAINST MISSILES TABLE: Die Roll (2D6) 2 3-4 5-6 7 8-9 10-11 12

Number of Defensive Misses (round down) 0% 10% 25% 50% 75% 90% 100%

The obvious question is: “What about all the variations in accuracy of the missiles? With this fire resolution system, accuracy of an individual missile is replaced by the amount of ordnance expended as the controlling factor. I devised this system for speed of play considerations, BUT THERE IS A SPECIAL CASE. When only one defensive weapon is fired and no other weapons are firing use the accuracy number for the weapon listed on the ship form; it is in parentheses between the range and damage. SAMPLE COMBAT: The Arleigh Burke will fire 5 Tomahawk and 2 Standard missiles and her 5” gun at the Slava 2 feet away; a total of seven missiles and 1 gun. The Burke has a good crew. (From the Arleigh Burke’s ship form) Wpn. Dir. Mount(s) (7) (9) A or D (F&A) Mk41 VLS (rof:7)

A or D

(F&A) Mk41 VLS (rof:7)

Load

Rng ( Acc ) Dmg

9 T’hawk,   4 Std   1 ASROC/Mk 50 torp

62’ ( 7+ ) 2D6+2 [ 0 ] 15’ ( 7+ ) 1/6D6 [ -2 ] 5’ +2 turns @ 13” ( 7+ ) 1/3D6 [ n/a ]

5 T’hawk  2 Std  1 ASROC/Mk 50 torp

A or D __________________________________________________________________________________________________ A or D (F) 5” single (rof:1) plenty 2.25’ ( 11+ ) 1/3D6 ( 19+ ) v. msl. & str. A/C ( 13+ ) v. ASW A/C

The Slava can respond with 2 SAN-4’s, 1 DP gun and 2 CIWS bursts. The Slava has an average crew. Supporting the Slava are the Moskva with a good crew and 2 SAN-3A’s; along with the Kynda, a poor crew, and 1 SAN-1. (From the Slava’s ship form) Wpn. Dir. Mount(s) (8) (17) A or D (F&A)SAN-6 (rof:4)

Load

Rng ( Acc ) Dmg

16 SAN-6  12’ ( 7+ ) 1/2D6 [ -2 ]                __________________________________________________________________________________________________ A or D (P)SAN-4 (rof:1) 5 SAN-4  2’ ( 11+ ) 1/6D6 [ -2 ] A or D (S)SAN-4 (rof:1) 5 SAN-4  ___________________________________________________________________________________________________ A or D (F)130mm twin (rof:1) plenty 2.5’ ( 12+ ) 1/3D6 ( 19+ ) v msl & str a/c ( 7+ ) v other a/c ___________________________________________________________________________________________________ D (PF) CIWS 3 bursts  3” ( 13+ ) v msl & str a/c (SF) CIWS 3 bursts  ( 7+ ) v other a/c D (PM) CIWS 3 bursts  (SM) CIWS 3 bursts 

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(PA) CIWS (SA) CIWS

3 bursts 3 bursts

 

First the fire by the Slava is resolved. Two six sided dice are rolled and 1 is added to the roll due to the good crew of the Burke. The roll is a 6 and adding 1 gives a net result of 50%; resulting in 2 misses by the defensive fire of the Slava. There are now 5 incoming missiles left. The Moskva now resolves her defensive fire. Again 2D6 are rolled against the 2 defensive shots of the Moskva. Because the Burke and Moskva are both good crews the modifier is zero (1-1=0). A 2 is rolled and both shots from the Moskva hit their targets. There are now 3 incoming missiles left. Next the fire from the Kynda is resolved. THE BULK DEFENSIVE FIRE TABLE IS NOT USED IN THIS CASE BECAUSE THERE IS ONLY ONE DEFENSIVE MISSILE. The base accuracy of a SAN-1 is 15+. The Kynda has a poor crew so the accuracy becomes 16+. A D20 is rolled with a result of 18 and the SAN-1 takes down a missile. The types of the surviving 2 missiles are determined randomly. When the random selection is complete there are 1 Tomahawk and 1 Standard still inbound towards the Slava. The Arleigh Burke, the Slava, the Moskva and the Kynda may not use those same weapon mounts again this turn. The Tomahawk’s base accuracy is a 7+ on a D20 or 70%. The ECM value of the Slava is a -6 modifier on the roll. The Burke’s crew is good which gives a +1 modifier. The net “to hit” roll for the Tomahawks is now 12+ on a D20. A roll is made for the missile with a result of 15. The lone Tomahawk has hit its mark. The damage rating of the Tomahawk is 2D6+2. The dice are rolled with a result of 3; adding 2,the net result is 5 points of hull damage and one “special damage”. The hull points lost are noted on the ship form at 2D10 are rolled for the special damage. The 2D10 roll comes up as 9; two weapon mounts are put out of action on the Slava. The mounts can be repaired on a roll of (15+) for each mount at the end of the turn. The mounts are randomly picked from the ship form. Next the Standard missile resolved. The standard has an accuracy of a 7+ on a D20 or 70%. The ECM value is still -6 on the roll and the Burke’s crew is good so 12+ is still needed to hit. A 20 is rolled and the missile hits. One D6 is rolled and gets a 3. That is cross indexed on the fractional dice table on the 1/6D6 line giving 1 hull point of damage to the Slava. The Slava has taken 6 of her 23 hull points. She is now just over 26% damaged. Now the 5” gun fires with a range of 2.5’ and an accuracy of (10+) because of the good crew, and a damage potential of 1/3D6. A 10 is rolled and the salvo hits the target. The D6 is rolled for a “6” and cross indexed to the fractional die roll table resulting in an additional 2 hull points lost for a total of 8. The Slava is just under 35% damaged. The above example will be carried forward for use in the damage control and morale phases.

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SURFACE BATTLE GROUP v3.0 SAMPLE COMBAT: Torpedo Fire A Victor III class SSN has been detected at a range of 15” from a Knox class frigate. The Victor fires 1 Type 65 torpedo and 1 ET-80A torpedo. The Type 65 moves its allowance of 12” and the ET-80A moves 10”. The Knox fires an ASROC from its launcher. The ASROC deposits a Mk50 torpedo 6” from the Victor. The speed of the Mk50 is 13” and reaches the Victor this turn. The Victor has a TCM modifier of -4, which when combined with the MK50’s accuracy of 7+ means that an 11+ on 1D20 is needed to hit the Victor. The die is rolled with a result of 12, meaning that the Victor is hit. The Mk50 does 1/3D6 of damage. Another die is rolled with a result of 5 which means that the Victor takes 2 points of damage. Since the Victor has only 1 hull point when submerged it is sunk. At this point the wire guided ET-80A becomes a non-homing torpedo. The Type 65 is wake homing an proceeds normally. In the movement phase of the next turn the Knox has a set speed of 6”. The Knox does a 90 degree turn to port at a cost of 25% of its movement. The torpedoes move in the next combat phase. The ET80A cannot alter course so it misses. The Type 65 is a homing torpedo so it must reacquire the Knox. The roll needed is a 9+ with a +2 modifier for the Knox’s speed. A 13 is rolled and the torpedo follows the Knox; and has enough speed to reach it. The Type 65 has an accuracy of 9+ and the Knox has a TCM modifier of -6 which means that a roll of 15+ is needed to hit the target. The die is rolled with the result of 18 and the Knox is hit for 3D6+2 damage. The dice are rolled with a net result of 7. The Knox is sunk. EACH damage point from ARM & HARM missiles has a 13+ chance of destroying ONE Radar mast (each ECM/Search/Weapon Director rolled separately) If a gun is under “local control” it cannot be affected by a loss of its weapon director, if it ever had one. If a gun normally aimed by a weapon controller loses its controller, the crew may still fire the weapon unless the ship form states otherwise. The accuracy for guns reverting to local control in this case is (16+) against vessels, (19+) vs. missiles and strike aircraft and (17+) vs. ASW aircraft. Guns that are always locally controlled have different and usually better chances to hit their target; practice time matters. SAMPLE COMBAT: Depth Charge Attack DURING THE MOVEMENT PHASE is when depth charge attacks occur; see Rule 3. The HMS Andromeda has located the Argentine submarine Santa Fe dead ahead on the same course 4 inches ahead of her. The Andromeda had already chosen maximum speed of 7.5”. The Santa Fe has also chosen maximum submerged speed of 3.5”. Both crews are average quality. The first stage movement is completed and the range has shrunk from 4” to 3”; no DC shot is possible. After the second stage the range is 2”; no shot. At the end of the third stage the range is 1” and the Andromeda fires one volley of depth charges of the two she’s allowed per turn. The die is rolled and the result is a “6” so the first DC attack fails. In the fourth stage the range is 0” and another volley is fired. The roll is a “20” and the Santa Fe is hit for 2 points and is sunk.

RULE 4.01 Defensive fire for dual purpose guns Missiles will be classed according to their speed (see charts in appendix B). Subsonic missiles will get a modifier of zero. Missiles with speeds from Mach 1 to Mach 2 will reduce the DP gun’s chance to hit by 1 (i.e. a die roll modifier of -1). Missiles with a speed of greater than Mach 2 will get a die roll modifier of -2 when being shot at by DP 12/22/2010

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SURFACE BATTLE GROUP v3.0 guns. NOTE: Crew quality and dual purpose gun fire modifiers may preclude those particular mounts from hitting a missile. Do NOT count such mounts in the total of defensive fire shots in the bulk fire system. If a DP gun can hit some missiles but not others, count the mount and apply any hits to those missiles by DP gun mounts first. Another factor involved in defensive fire is the rate of traversal of the mount in order to “lead” the target. The vessel that is the target of the attack may fire as long as she has met all the criteria for being able to fire. That is to say that the mount must have an arc of fire that that bears on the target, has an operating weapons director set for defensive fire, has ammo for the mount and has not used it’s ROF for the turn. Vessels that are NOT the target of attack may only fire DP guns in support IF they are within three inches (3”) of the target ship. This reflects the rate of traverse needed for a mount that is almost but not quite seeing the missile as a “head on” target. Like the target ship, all other normal requirements for firing, as given above, must be met. Appendix B: The Surface to Surface, Surface to Air and Air to Surface missile tables now have an additional column labeled “DP gun mod.” This column is for modifying the roll to hit the missile with DP gun fire. Quick Play Summary: Rule 4 Vessels on fire take damage at the start of the turn. Resolve special damage from fires immediately. Adjust the number of cards in the initiative deck to reflect changes in the number of vessels and air assets. Commanders each roll a D10. The high total, after modifications, has initiative and may force the opponent to skip a card once. Also roll initiative for strike aircraft IF both sides can get them on the board. Running torpedoes move and resolve attacks. Make sure weapons directors are allocated to either attack or defense where the option exists. One ship or air asset group makes attacks per card. Attacks and damage are NOT simultaneous. Defensive fire is opportunity fire. Resolve special damage as needed. Count ammunition usage on the ship form. SEE FIRE RULES FOR VESSELS HIT WHILE LAUNCHING / RECOVERING AIRCRAFT.

RULE 5: LAUNCH SUBORDINATE CRAFT / STOW RECOVERED CRAFT Aircraft, hovercraft and the like being launched this turn are now placed on the playing surface adjacent to the vessel launching them. They do NOT move this turn. Aircraft or hovercraft recovered this turn now count as being stowed below deck, or in the hangar. The recovered subordinate craft figures are now removed from the board. Hovercraft or small surface craft like speedboats can be moving no faster than ½ inch per turn to be recovered. Planes, helicopters and hovercraft may not Launch from, or Recover to, a vessel with more than 25% damage. See FIRE rules under Rule 6 for oilers, carriers and combat vessels hit while launching or recovering subordinate craft. Roll (11+) to destroy the subordinate craft and start a fire on the vessel. This is the “Midway” effect.

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SURFACE BATTLE GROUP v3.0 Quick Play Summary: Rule 5 Vessels with more than 25% damage may not launch or recover subordinate craft. Subordinate craft launched in the turn do not move. Vessels with aircraft on deck or launching craft from the hold when being shot at are extra vulnerable to having fires breakout. Subordinate craft figures launched are added to the playing surface at this time. Recovered subordinate craft are removed and stowed at this time.

Rule 6: DAMAGE CONTROL {New Rule} Vessels roll to repair Special Damage and extinguish fires. The base chances of repairing Special Damage are given on the Special Damage Table. The chances of extinguishing fires are given in the section on Fires. The chances of a success are modified by crew quality and the use to exhaustion of the vessels Damage Control Capacity (DCC). No more than 1 DCC point may be used on a repair roll. Hull damage points may not be repaired in the course of battle. If a vessel’s hull points go below zero the vessel sinks. If a vessel’s hull points reach zero exactly, a special roll is made to “heave to” and stem the influx of water and keep the ship afloat. The vessel gets one roll of a D20 as a pseudo-morale check with only the modifier for 100% damage. If the roll is successful the ship remains afloat. Subs at zero must surface.

DAMAGE CONTROL: Each vessel has set Damage Control Capacity (DCC) based on the size of the crew compliment. Note that fires are handled separately from damage. Each ship has a basic per turn value to make repairs. The number shown for DCC on the ship form is the number of times in one turn that the base crew quality modifier is used to repair Special Damage. Repair of any special damage may be attempted once per turn. Once the DCC is exhausted for the turn the die roll modifier is lowered by 1 for every additional attempt in that turn. This means certain pirate vessels might begin with a “-1” modifier to the repair rolls. Damage repair rolls are NOT the same as the “heave to roll” to save a ship at zero hull points. Special damage that can be repaired has a repair roll on a D20 shown next to it on the Special Damage Table. Note that the loss of life “Special Damage” reduces the DCC.

FIRES: Fire does an extra 1D6+1 damage per subsequent turn. Crew quality modifier applies to the D20 rolls for extinguishing the fire. Fires do special damage for 4 or more points of damage from a single fire. OILERS have a (7+) chance of a fire when hit without respect to special damage. Oilers have a (20+) chance of putting out the fire the first turn. After that, oiler fires cannot be put out. AIRCRAFT CARRIERS with clear decks that take 3 or more points of missile or gunnery damage in a turn have a (16+) chance of catching fire SEPARATE from special damage. Carriers have a (17+) chance per turn to put a fire out. Crew quality modifiers are applicable. ALL COMBAT VESSELS with planes or helicopters on deck (i.e. has a L/R marker up prior to step 5 of the sequence of play) that are hit have a (11+) chance of burning 12/22/2010

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SURFACE BATTLE GROUP v3.0 separate from special damage. Crew quality modifiers are applicable. Burning vessels may not launch or recover aircraft. Vessels other than oilers or carriers that catch fire due to the special damage table have a (14+) base chance to put out the fire per turn. Crew quality modifiers are applicable.

CREW QUALITY: The table below lists the crew base morale roll along with the modifiers for shooting accuracy, damage control, special damage table rolls and initiative rolls. CREW QUALITY TABLE Rating Morale Accuracy GOOD 5+ +1 AVERAGE 7+ 0 POOR 9+ -1

Damage Control Spl. Dmg. Mod. Init. Mod. +1 +1 +1 0 0 0 -1 -1 -1

Sample Damage Control: From the previous example with the Slava we have the following situation. The Slava has lost two weapons mounts. Her crew is average and has a damage control modifier of zero. Her DCC is 2. She elects to use both of her DCC to repair the mounts. The repair chance is (15+) with no modifiers. A D20 is rolled twice with results of 17 and 6. The first mount will be operational next turn.

SPECIAL DAMAGE: SHIPS TAKE SPECIAL DAMAGE FOR EVERY 3 POINTS OF DAMAGE FROM A SINGLE MISSILE, BOMB, TORPEDO, WEAPONS MOUNT, MAGAZINE HIT OR COLLISION/RAMMING. FIRE DAMAGE (#13) CAUSES SPECIAL DAMAGE FOR EVERY 4 POINTS OF FIRE DAMAGE FROM A SINGLE FIRE FOR THE CURRENT TURN. MULTIPLE FIRES AND MAGAZINE HITS ARE POSSIBLE.

Special Damage Table Die Roll (2d10) 23 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20+

Result Roll twice ignoring repeats of this one Magazine/fuel hit, +1D6x10% damage* For nuclear powered ships roll a 50/50 chance for reactor damage. See note below Rudder hit, random course (d12) each turn Rudder hit, no change in course Lose 2 Engine strength Lose 1 Engine strength Lose elec., Search radar/sonar out (50/50) Lose 2 Weapon mounts Lose 1 Weapon mount Bridge hit, repeat last orders 2 turns Loss of life, Lose 1 DCC Ship on fire Lose 1 T/ECM point, 50/50 T or E Lose 2 T/ECM points, 50/50 T or E Loss of life, Lose 2 DCC Lose elec., Wpn dir’s. out, ASW out Lose 1 Weapon director Lose 2 Weapon directors No Effect

Repair (d20) N/R N/R (15+) (15+) (13+)ea. (13+) (11+) (15+)ea. (15+) N/R N/R see fire rules (15+) (15+)ea. N/R (11+) (17+) (17+)ea.

*Magazine hit: If the roll is a 6, the ship takes 60% of the value of its original undamaged hull points in 12/22/2010

johnny okane (order #7051525)

27

SURFACE BATTLE GROUP v3.0 damage. If the original number was 22 points the result would be 14 more points of damage (always round up for this effect) plus 4 more special damage rolls. If reactor is damaged the vessel is dead in the water with no propulsion or electrical power. This is not repairable (N/R). The vessel is out of the game. Loss of Engine Strength of T/ECM points reduces the abilities of those systems proportionately to the loss. Losing half the engines reduces speed ratings by half. Round down to the nearest half inch for speed. Round down the defensive modifier of the T/ECM system. If a gun is under “local control” it cannot be affected by a loss of its weapon director, if it ever had one. If a gun normally aimed by a weapon controller loses its controller the crew may still fire the weapon unless the ship form states otherwise. The accuracy for guns reverting to local control in this case is (16+) against vessels, (19+) vs. missiles and strike aircraft and (17+) vs. ASW aircraft. Guns normally locally controlled have different and often better chances to hit; practice time matters. Collision & ramming damage: Roll the number of 6 sided dice equal to the size class of the vessel for the damage done to the other vessel.

Quick Play Summary for Rule 6: Hull damage may not be repaired. Only those Special Damage results with a repair chance listed on the Special Damage Table and Fires can possibly be corrected. No more than 1 DCC point may be used on a repair roll. Once the DCC points have been used up for the turn all further attempts receive a cumulative negative modifier (i.e. -1, then -2, then -3 and so on). If a vessel loses exactly 100% of her hull points a one time saving throw is allowed. The saving throw is the crew’s base morale value modified only by the 100% damage modifier. This saving throw is NOT a morale check due to lack of other modifiers.

RULE 7: MORALE & RALLY CHECKS {NEW RULES} A morale check is required when a vessel has lost 50% of its hull points, or is on fire, or the first turn it is adrift, or receives fire and has no appropriate weapons to fight back. (e.g. ASW for a surface battle or pirates versus an unarmed freighter). Morale checks are required every time the vessel receives fresh damage after the 50% mark has been reached. Rally checks are the same as morale checks and count as the morale check for that turn. Only one Morale/Rally check per vessel per turn is allowed. If the d20 roll is greater than or equal to the adjusted morale value the vessel passes its morale check. The vessel rallies if a previous failure occurred. If the fresh damage changes the modifiers, the changes to the modifiers take effect immediately. Morale Modifiers Damage 50- 60% 61- 80% 81-