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