INTRODUCTION: Scales; Die Rolling
Conventions; Base Sizes; Damage; The Turn ConceptCrew and Command Quality;
Fighting Oars; Making Terrain
SETTING UP THE GAME: Fleet Organisation;
Command and Control; Generating Crew and Command Quality; How to generate a
Playing Area; The Wind; Sea State; Sheltered Waters; Game Set Up; Off Table
Forces; Tides and Currents;The Crew Test
SOME THOUGHTS ON DIVINE INTERVENTION:
Libations – Use of Magic during the Game
ACTION AND INTERMEDIATE PHASES: Turn
Cards; Special Rule for Initial Movement; The Action Phase; Seizing Tactical
Initiative; The Intermediate Phase
MOVEMENT: The Effect of loss of oars;
Turning; Pivoting; Special Movement; The Effect of Sea State on movement
under oars; Terrain effects on movement; Overloaded ships; Movement under
sail; The Effect of Wind Strength on Sailing Ships; Drifting; Collisions;
Sinking Ships; Carrying Additional Oarsmen
SHOOTING: Archers; Ballistae; Shooting
Modifiers; Rolling for Casualties; Cataphract and Parablemata; Heavy War
Engines; Fortifications; Incendiary Missiles
RAMMING AND RAKING: Attack Aspect; Bow
Rams; Determining the effect of a ram; Special Effects of Ram Damage; Oar
Rakes
BOARDING ACTIONS: Starting a Boarding
Action; Resolving the Combat; Unresolved Actions; Casualties; Capture of
Enemy Vessels (Prize Crews)
SPECIAL WEAPONS AND TACTICS: Rhodian
Fire Pots; “Greek Fire”; “Biological Weapons”; “Corvus”; “Ferrea Manus”;
Roman Polearms; Capsize Attacks
ACTIONS IN THE INTERMEDIATE PHASE:
Damage due to Weather; Morale; Lost Battles – Deciding the Victors; Crew
Transfers; Repairs, Fires and “Bees”; Admiral Casualties; Changing Weather
FLEET LISTS: Egyptian and Sea Peoples
(2000-1000BC); Greek and Phoenician (700-500BC); Greek and Persian
(500-400BC); Greek, Persian, Macedonian and Phoenician (400-300BC);
Carthaginian (350-146BC); Republican Rome (250-50BC); Early Imperial Roman
(50BC-150AD); Later Roman (150-500AD); “Barbarian” Fleets (100BC-400AD);
Byzantine (500-900AD); Islamic (600-900AD); Viking and Saxon (400-900AD);
The Vessels of the Ancient Galley Age
CAMPAIGN RULES: Campaign Areas; Ports;
Fleets; Supply; Movement; Perilous Routes; Naval Battles; Quick Battle
Resolution; Fleet Reorganisation; Hull Repairs; Replacements; Random Events;
Sequence of Play in a Campaign
A CHRONOLOGY OF NAVAL ENGAGEMENTS
SHIP DATA: Notes on Ship Data;
Exchanging Troops and Equipment; Stout Hull, Weak Hull, Parablemata
POINTS VALUES