24 pages; recommended scale 1/1200 to 1/6000; complexity: 4/10; level of
detail: 4/10; avg game length 2 hours; dice required: D20, D12, D10, D8, D6,
D4
View Summary of Contents
These rules are quick and simple to
play providing a very fast and bloody game in the period 1880 to 1906. The
scale is 1 nautical mile to 10cm. The rules incorporate weather, spotting,
minefields and allow for both written orders or sequential movement.
The gunnery system takes account of
the ranges, penetration and damage by specifying the dice that are rolled to
attack in a given situation. Torpedo, Mine and Ramming attacks are resolved
using similar mechanisms, so there is a consistent feel throughout the
combat system.
In line with the style and intention
of the rules, armour has been standardised for each class of vessel (of
which there are ten covered). Guns have been grouped into 9 classes
following the same philosophy.
There is a fleet list covering the
significant vessels of 10 nations in this period with 130 vessels. A simple
conversion system allows you to quickly put together the game data you need
to fight a battle.
Counters are provided to enable you to
sit down and play both an introductory scenario and Tsushima-style encounter
between Russian and Japanese fleets.