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Perfidious Albion

Summary of Contents

PERFIDIOUS ALBION RULES SECTION

INTRODUCTION

PREPARING FOR BATTLE: Setting up a game; Costs of additional forces; Fleet Organisation; Crew Quality; Crew Tests

BATTLE RULES: Sequence of Turn; Winning and Losing; Morale; Night Actions (Optional)

MOVEMENT: The Basics; Formations; Effects of Damage on Movement; Collisions and Ramming; Going Aground; Ships forced off the table

GUNNERY: The Basics; Quickfirers; Bearing of Guns; Ammunition Supply; Hit Resolution; Hit Chance and Armour ; Gunnery Modifiers; Two storey turrets; Hits on magazines, barbettes and ammunition hoists; Other Damage; Damage Control

TORPEDOES: The Basics; Torpedo Types; Reloading; Resolution; Mines

GAME AIDS: Forts; Bombardment Targets; Torpedo templates; Turning circles

DOCKYARD MANUAL SECTION

INTRODUCTION TO THE SHIP DESIGN RULES: The Basics; Definition; Points Values; Design Sequence

TECHNOLOGY FIELDS AND LEVELS

HULL SIZE AND LAYOUT: Hull Length; Hull Beam and Draught; Ship Card

SUPERSTRUCTURE, TURRET, AND MAGAZINE LAYOUT: Superstructure; Turret Layout; Magazines; Ship Card

PROPULSION SYSTEMS: The Basics; Fitting Propulsion Equipment; Displacement and Speed; Ship Card

OTHER UNDERWATER EQUIPMENT: Fitting Underwater Equipment; Ship Card

TABLE OF GUN AND ARMOUR EQUIVALENTS

ABOVE-WATER LAYOUT: Conning Towers; Ammunition Supply; Armament; Ship Card

ARMOUR: Ship Card

DETERMINING THE BASIC POINTS VALUE

THE FINAL STEPS: Base PV; Stability Check; Completing the Ship Card; Actual Points Values

BLANK SHIP CARD

SAMPLE SHIPS: Merchants; France; Great Britain; Germany

 

This page last updated on 15/07/2006