Surface Battle Group v30 Core Rules (7051525)

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  • johnny okane (order #7051525)

  • SURFACE BATTLE GROUP v3.0

    12/22/2010 1

    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

    johnny okane (order #7051525)

  • SURFACE BATTLE GROUP v3.0

    12/22/2010 2

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

    johnny okane (order #7051525)

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    1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/21 1 1 1 1 1 1 1 1 1 1 12 2 2 2 2 2 2 2 2 2 2 23 3 3 3 3 3 3 3 3 3 3 33 3 3 3 3 3 4 4 4 4 4 44 4 4 4 4 4 4 4 4 4 4 44 4 4 4 5 5 5 5 5 5 5 55 5 5 5 5 5 5 5 6 6 6 66 6 6 6 6 6 6 6 6 6 6 66 6 6 6 6 6 6 6 7 7 7 77 7 7 7 7 7 7 7 7 7 7 77 7 7 7 7 7 8 8 8 8 8 88 8 8 8 8 8 8 8 8 8 8 88 8 8 8 8 8 8 8 8 8 8 89 9 9 9 9 9 9 9 9 9 9 9

    10 10 10 10 10 10 10 10 10 10 10 1011 11 11 11 11 11 11 11 11 11 11 1112 12 12 12 12 12 12 12 12 12 12 12

    RA RA RA RA RA RA RA RA RA RA RA RARA RA RA RA RA RA RA RA RA RA RA RAFired

    DefenseFired

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    SA SA SA SA SA SA SA SA SA SA SA SASA SA SA SA SA SA SA SA SA SA SA SALR LR LR LR LR LR LR LR LR LR LR LRLR LR LR LR LR LR LR LR LR LR LR LRDC DC DC DC DC DC DC DC DC DC DC DCDC DC DC DC DC DC DC DC DC DC DC DCV V V V V V V V V V V VV V V V V V V V V V V V

    SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT

    SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT SPOT

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

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    ORDER MARKER COVERS

    NEW ORDERS NEW ORDERS NEW ORDERS NEW ORDERS

    NEW ORDERS NEW ORDERS NEW ORDERS NEW ORDERS

    NEW ORDERS NEW ORDERS NEW ORDERS NEW ORDERS

    NEW ORDERS NEW ORDERS NEW ORDERS NEW ORDERS

    NEW ORDERS NEW ORDERS NEW ORDERS NEW ORDERS

    NEW ORDERS NEW ORDERS NEW ORDERS NEW ORDERS

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    SUBMARINE HIDDEN MOVEMENT MARKERS - PLACE PRINTED SIDE DOWN

    SUBMARINE[[LOCATED]]

    SUBMARINE[[LOCATED]]

    SUBMARINE[[LOCATED]]

    SUBMARINE[[LOCATED]]

    SUBMARINEUNLOCATED

    SUBMARINEUNLOCATED

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    SUBMARINEUNLOCATED

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    SUBMARINE[[LOCATED]]

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    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. Forfixed wing fighters, strike aircraft and bombers 4 to 1. For Torpedoes and ASWweapons 4 to 1. For missiles, guns and bombs; 4 to 1, round up for offensive ordnanceand round down for defensive ordnance. Rounding is used when generating the amountof armaments carried for ships, subs and aircraft. This means that the figure scale mightbe mistaken as 1 for 1 on aircraft.

    Hull points are based on the standard displaced tonnage of the vessel, not the fullyloaded 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 Assaultships have their hull points reduced by 15%. For movement in inches per turn divide therated speed in nm/hr by 4, round to the nearest half inch. (That means inch and inch round down)

    Damage Control Capacity: For US & UK vessels the conversion is crew compliment/400rounded to the nearest whole number with a minimum of value of one. For Russianvessels the calculation is the crew compliment/500 rounded to the nearest wholenumber with a minimum value of one. For small pirate craft such as speedboats andfishing 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 5surfaced. 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 strictlyagainst submerged targets the weight of the explosive warhead is used but the damageis upgraded one class due to the inherently bad situation of being a submergedsubmarine. 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 theradar/sonar location tables roll 1D20 (a.k.a. 1 twenty-sided die).

    On tables for weapon accuracy, damage control/special damage repair and radar/sonarlocation tables the notation of (13+) means that a net result of 13 or more means theattempted action was successful.

    Also note that the range tables for various things use both the apostrophe () and thequotation mark (). The apostrophe means a linear dimension of feet. The quotationmark () stands for inches. If you have 1/6000 scale ships metric units of centimeterscan be used instead of inches without effecting play.

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    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 percentageand 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 setincludes some ship counters as starter fleets.

    Dice: a half-dozen each of D6, D10 and D20 are required, at least a pair each ofD4, 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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    SEQUENCE OF PLAY1. Bridge

    A) Place new speed and status markers face down.Leave last turns markers face up.

    B) Weapon directors capable of both attack & defensemodes must have their mode selected at this time.

    2. Search: Air, Surface & SubsurfaceA) Locate Aircraft & Off Board Missiles, reacquire stealth aircraftB) Locate Surface Craft (including surfaced subs)C) Locate Submarines (all submerged subs must be

    reacquired, torpedoes must reacquire targets)D) Remove last turns markers and reveal new

    markers3. Movement

    A) Surface Ships, Located Subs & Hovercraft Move, DepthCharge attacks are made. Check for collisions andramming attempts.

    B) Move in-flight missiles / immediately resolve hit damage asper normal combat

    C) Move detected air units / Conduct anti-aircraft fire / RecoverAircraft, recovered aircraft are now on the landingdeck; 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 FireC) Initiative for strike A/C attacks when both sides

    have strike A/CD) 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 SpecialDamage rolls as they are needed.

    5. Launch Aircraft / Stow recovered aircraft below deck6. Damage Control

    A) Damage Control ChecksB) Extinguish Fires

    7. MoraleA) Rally & Morale Checks

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    RULE 1: THE BRIDGEAt the start of each turn every ship must:

    Leave any radar or sonar system status markers from the previous turn face upwith the ship or aircraft they belong to.

    Decide what the speed of the ship, sub or hovercraft will be to the one-half of aninch. Aircraft do not pre-select their movement speed.

    Decide which direction the ship, submarine or hovercraft will be facing at the endof the turn. This is not necessary for aircraft.

    Decide whether the weapons directors which are labeled A or D will be set forattack 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

    SA SONAR ACTIVE:SHIP EMMITING SONAR SIGNALS

    LR LAUNCH OR RECOVER SUBORDINATE CRAFT:SHIP HANDLING AIRCRAFT OR HOVERCRAFT

    12 NUMERIC MARKERS:SHIP SPEED AND OTHER USES

    DC DUMMY COUNTERS;GAMESMANSHIP AND OTHER USES

    s DIRECTIONAL ARROWHEAD:EXACT SHIP HEADING AFTER MOVEMENT

    Speed changes are generalized based on the tonnage expressed as total hull points.

    Changing speed: Based on Hull PointsUS & UK/NATO Russian/Chinese Speed Change Size Class

    1 10 1 9 4 max. 111 35 10 30 3 max. 2

    36+ 31+ 2 max. 3All nations: Freighters, LSTs etc. 2max. 2Pirate Speedboats 0 1 ANY 0

    Quick Play Summary: Rule 1Point the arrow in the direction the ship will be heading at the END of movement. Use anumeric marker to set speed as if moving straight ahead. Mark weapons directors forattack or defense as needed. If your radar and/or sonar will be active pick the matchingmarker. If you will be launching or recovering aircraft, hovercraft or other subordinatevessels 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 theopposing force.

    johnny okane (order #7051525)

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    Only one attempt at radar location and one attempt at sonar location of each target perturn 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 thelocating 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 isbroken. The exception is stealth aircraft: F-117, B-2, F-22 & F-35. These must beacquired 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 targetcannot be acquired that turn. There is no mercy rule for locating targets.

    LOCATION BY RADAR:AIR SEARCH by ship:

    Radar Type & mode Chance(1d20) @ Range (or less)A-active 7+ @ 50' 3+ @ 20'A-passive 11+ @ 75 9+ @ 50B-active 7+ @ 27.5' 3+ @ 10'B-passive 11+ @ 41 9+ @ 27.5C-active 7+ @ 11' 3+ @ 5'C-passive 11+ @ 16.5 9+ @ 11

    LOCATION BY RADAR:SURFACE SEARCH by Ships:

    Radar Type & mode Chance(1d20) @ Range (or less)A-active 7+ @ 27' 3+ @ 17'A-passive 11+ @ 40.5 9+ @ 27B-active 7+ @ 6' 3+ @ 4'B-passive 11+ @ 9 9+ @ 6C-active 7+ @ 2.5' 3+ @ 1.5'C-passive 11+ @ 3.75 9+ @ 2.5D-active 7+ @ 1 3+ @ 4D-passive 11+ @ 2 9+ @ 6

    AIR OR SURFACE SEARCH by A/C with Active or Passive Radar:A/C type Chance(1d20) @ Range (or less)AWAC/AEW 7+ @ 50' 3+ @ 30'

    Passive mode 11+ @ 75 9+ @ 50Recon/EW 7+ @ 16' 3+ @ 10'

    Passive mode 11+ @ 24 9+ @ 16Ftr/Strk/Bmbr 7+ @ 10' 3+ @ 6'

    Passive mode 11+ @ 15 9+ @ 10ASW 7+ @ 7' 3+ @ 5'

    Passive mode 11+ @ 10.5 9+ @ 7

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    Remote targeting of offensive missiles by helicopters and AEW aircraft is possible. OneHelicopter 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 forstealth 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 radaractive unless an aircraft such as an AEW or a properly equipped helicopter can fulfillthe 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 guidedtorpedoes must reacquire their target. Failure to acquire a target means that anytorpedoes launched cannot impact their intended target. For wire guided torpedoes thecontrolling vessel must check. For homing torpedoes the torpedo must check.Torpedoes check as a type A sonar in the active mode. Helicopters MUST bestationary to use their dipping sonar. Their sonar is a type A sonar and may be eitherpassive or active.

    A sub surfacing or diving is not stationary and is not in the silent mode. A sub firingtorpedoes or launching missiles is not silent. Speed modifiers apply to both the searcherand the contact. Submarines must be reacquired each turn. Homing and guidedtorpedoes must reacquire their target. An unsuccessful roll means sonar contact isbroken. Optionally, a submarine model is NOT placed on the playing surface when thesubmarine enters play. Each individual submarine is usually represented by three pokerchips with one of them identified (again, hidden) as the real submarine. Each poker chipmust be successfully located to determine the actual location of the sub. When a pokerchip is located it is removed from the playing surface. If the chip of the real sub islocated the model is placed on the playing surface. Any chips of the group not locatedremain on the board (they might be subs too). There are new OPTIONAL effects offailing to reacquire submarines. See Rule #3 Movement (optional submarine movementprior to reacquisition).

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    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 withother 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 withother 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 tomodel here)

    Sonar Type & Mode Chance (1d20) & Range (or less)Type A Sonar, active mode 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, thePegasus and Los Angeles class sub, the Toledo. The Slava is at a 6 speed with typeB radar active and type A sonar passive. The Victor III is at a 3 speed andsubmerged with type P sonar. The Burke is at 6 speed with radar passive and typeP sonar. The Pegasus is at 12 speed but within 1 of an intervening landmass withtype 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 -4for radar passive and -1 for stealth technology), an 11+ to locate the Pegasus (7+ @ -4land mass), a 19+ to hear the Toledo (14+ for A sonar at < 6 and -2 for silent modeand -1 as a Los Angeles class and -2 for the Slavas speed). The Victor III has a 11+ tohear the Toledo (8+ with -2 and -1), a net 8+ to hear the Pegasus (8+ with +4 speedand -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 theVictor III (8+ with a -4 for speed and silence). The Pegasus has a net 7+ to locate theSlava, no modifiers apply. The Pegasus has no sonar and cant hear the Victor III. TheToledo 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.

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    Quick Play Summary: Rule 2One attempt with radar and one attempt with sonar to detect each enemy target may bemade 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 goesradar active. Submarines must be reacquired each turn. Stealth aircraft must bereacquired 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 anda speed marker in the bridge phase. If this is not the case, the previous turns ordersmust be repeated. After movement all ships must end up facing EXACTLY the way theirarrow was placed during the Bridge step.

    A ships speed and change of speed abilities are listed on the ship form for each classof ship. See Appendix A: Using and Reading the Ship Form on page 29.

    Movement Sequence: All movement within one step of the sequence issimultaneous.

    1. All surface vessels and surfaced submarines, all located submarines, and allhovercraft move. Depth charge attacks are made. Declare and resolve collisionsand ramming attempts.

    2. All missiles which were airborne the previous turn move. Resolve anti-missilefire. Resolve damage from successful missile hits.

    3. All detected air units move. Resolve anti-aircraft fire. Indicate aircraft to berecovered. 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 markerchosen during the Bridge phase. The full amount can only be reduced by changingcourse. 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 degreescost 25% of the marked speed. Turns of 135 degrees or more cost 50% of the markedspeed. Select your speed marker as if you were moving straight. Calculate the reductionas 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 atany point on the movement path. The vessel must end up pointing the same directionas the arrow placement in the Bridge phase. See examples on the next page.

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    Sample Movement:

    The requirement is that 8 points of movement be used and that the vessel makes onefacing change 90 degrees to port from its starting orientation. Options 1 & 3 are theextremes of interpretation of the order. Option 2 is just one of many moves somewherein 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 fixedwing 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 thefuel range used is equal to 12 MINUS the actual movement.

    Fighters and Strike aircraft have a generalized speed 336nm/hr (7/turn) minimumspeed and 576nm/hr (12/turn) top speed. Planes using supersonic movement use astandard speed of 1200nm/hr (25/turn). Supersonic speed is only used for off-boardmovement 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 aspeed of 1680nm/hr. (35/turn)

    Note that planes and helicopters move to the ship for recovery, this is the only timeplanes may move less than their minimum.

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

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    their slow speed if they fail to acquire the target. Non-homing weapons run their setcourse 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 followingoption (if all players agree to it). Remove the model and replace it with up to 3 decoymarkers at the last known location of the sub (again with one secretly identified as thereal 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 themarked speed WITHOUT ANY PENALTY FOR CHANGING COURSE. On subsequentturns 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 belocated to be attacked. The movement for the involved vessels will be broken up into 4stages. In order for a depth charge attack to occur the bows of the ship and the submust be within 1 inch of each other at the end of any one of the stages (or 1 cm ifusing that scale). Using the speed and course information from the markers is done inthe following manner. After adjusting the speed for any turns; divide the adjusted speedby 4. Any turns indicated may be executed during any one stage, but only one turn isallowed per vessel per attack attempt. Both vessels move one fourth their full move forthe first stage. Next, measure the distance between the bows. IF THE DISTANCE ISLESS THAN 1 INCH THE ATTACK ROLL IS MADE THEN. If the sub is not sunk thenext stage of movement takes place. Note that the depth charge launcher rate of firemay NOT be exceeded for the entire turn, not just the individual stages. If the RoFof 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 Strengthpoints, all stop and being adrift all have additional rules.

    Loss of all Engine Strength Points or going to all stop: These conditions reduce thespeed from the previous turn by half on the first turn. On the second consecutive turnwithout the screws turning the speed becomes zero. On the third consecutive turn andevery turn thereafter the vessel drifts.

    Drifting: When a ship becomes adrift, randomly roll for the direction of the wind and thesea 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 youdid not roll for the sea state at the start of play, halve the result and round down.

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    SEA STATE DRIFTDie Roll(2D6-2)

    Dice to be rolledfor drift

    RESTRICTIONS

    0,1,2,3 1/6D64,5,6 1/3D6

    7 1/2D6 PHM & PTM cant fire, no hydrofoil movement, allgunnery is -1 to hit

    8 2/3D6 As above but gunnery is now -2 to hit9 1D6 NO COMBAT10 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 orin a heavy fog or other near zero visibility conditions.

    Ramming is a voluntary impact by at least one of the vessels. Ramming may only beattempted 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% damaged3. 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 atthe same time. Ships will move according to the vectors selected by their captain or bynature if drifting.

    Vessels that wish to ram each other, and qualify by the rules above, do soautomatically. If only one ship wishes to ram or if there is a chance of an accidentalcollision then the following procedure is used.

    Each vessel moves half of its movement points. If the vessels paths cross and thepoints of the bows are within 1 of each other, roll dice as per below. If those conditionsare not both met, both vessels move the remaining halves of their movement and repeatthe path and distance checks again for contact.

    If both vessels are undamaged each vessel rolls 1D10. If either ship is damaged eachvessel rolls 1D8. If one vessel has special damage to the bridge, rudder, or radar ineffect, or is on fire, both vessels roll 1D6. If both vessels have special damage as notedabove, both vessels roll 1D4. If the die rolls match (i.e. doubles are rolled) contact ismade and damage occurs.

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    Quick Play Summary: Rule 3Move units as per the movement sequence on page 9. All movement is simultaneouswithin the steps of the sequence. Note possible collisions and attempts to ram. Missilesand torpedoes launched in previous turns may attack if they reach their targets. Resolvesuch attacks immediately.

    RULE 4: COMBAT {Rule Change & New Rule}Vessels, aircraft and shore defenses make their attacks. Weapon Director Systemslabeled A or D must choose during the Bridge step. Any weapons directors leftundesignated default to DEFENSIVE mode. Attacks are NOT simultaneous. The orderof 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 beresolved. 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 onlyneed a 1 to hit after the modifiers, then you hit. See FIRE rules for oilers, carriers andcombat vessels hit while launching / recovering aircraft. Firing at a dead in thewater/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 theweapon mount per turn. The mount may never exceed its listed ROF in a turn no matterhow many directors are linked to it. If a mount or group of mounts has an excess ofdirectors that must choose their status some may be selected for attack and others fordefense. The final choice of what the mount does is then left till the last moment. Seethe 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 outof range the fire is conducted anyway. This is very important for aircraft and missileslaunched 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 thegroup (missiles, DP guns and CIWS) before the d20 is rolled. Over-committed systemscount as using their ammo. Note that ships with weapons control radar that goes activefor 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 onlybe used against submarines. Nixie masking systems: If the torpedo attack roll misses bymore than the masking system modifier the masking system is not harmed. If the rollmisses by LESS than the masking system modifier the making system is destroyed andall torpedo countermeasures are lost for that vessel.

    The graphics on the next page call out the various fields of fire for guns. Guided missilelaunchers are treated as omni-directional. Unguided rockets (e.g. hedgehogs) havefields of fire corresponding to their mounting position on the ships structure.

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    Note that because of the relative position of the bow tips the red ship may fire gunsdesignated as Fore (F), Bow (B) or Starboard (S), mounts at the blue ship. Missilelaunchers have no restrictions for ship position. REMEMBER, ALL LOCATIONS ANDRANGES 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 colorfrom the card deck. The number of cards per side is determined as follows. For eachside, each vessel gets a card. The entire force of ASW aircraft on a side are treated asif they were one ship. The entire group of strike aircraft gets one card just like the ASW

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    group. Players will decide which ship or the helicopters/ASW craft or the strike planeswill attack. One playing card will be turned over for each ship, one card allows allhelicopters/ASW craft to attack and one card allows all strike aircraft to attack. One shipmay fire offensively on each turn of a card. Once a ship or the ASW assets or the airstrike takes its OFFENSIVE shots it is done taking offensive shots for the turn. Dontforget to add an extra card to each sides 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 isrequired to see who shoots first. Each side rolls 1D10 with modifiers from the chartbelow. High net result has the choice of attacking with strike aircraft first or last. TheLOSER of the strike aircraft initiative may not attack until the winner has attacked. If theside that LOST air strike initiative runs out of cards in the deck the winner must makehis 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 losseslast turn. Add cards for air assets or new ships as needed. Shuffle the deck well. Turnover 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 theturn. When a card is turned over the side corresponding to that card turned over selectsone ship, or ALL of its ASW aircraft assets, or ALL of its 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 oneship or air asset as fired to use up the card from the initiative deck.

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    OPTIONAL COMBAT RESOLUTION: Speedier Defensive Fire SystemSpeed of play is a critical factor in player enjoyment of the game. While it definitelyplays faster, it requires discipline from the Game Master AND players.

    The previous rule had the ship that is performing OFFENSIVE fire with missiles declarethe number of missiles and the intended target. The process for defensive fire wasresolved one range group at a time; defensive missiles, then dual purpose guns andlastly 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 CIWSthat can bear on the incoming missiles, the new process is given below. STEPS 1 & 2ARE WHERE THE DISCIPLINE IS REQUIRED. IF NO DEFENSIVE MISSILES AREFIRED 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. Youmust declare ALL fire from one vessel at one target at the same time. Mark offordnance used on the ship form. Mark the ship as having fired.

    2. Count up the DEFENSIVE MISSILES FIRED, the number of dual purpose gunsthat will be firing and the number of CIWS mounts firing FROM THE TARGETSHIP FIRST. Mark off defensive missiles, DP guns and CIWS mounts as fired onthe ship form. If other vessels are firing defensively in support of the originaltarget 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 fordefensive fire. Good crews subtract one for offensive fire and add one fordefensive 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 resulton the BULK DEFENSIVE FIRE TABLE below to determine the percentage ofmisses by the defensive fire. Always round down the number of misses.

    4. Subtract the number of misses from the total defensive shots to determine thenet effective fire.

    5. Subtract the net effective fire number from the number of offensive missiles. Apositive number means that that many missiles got through. A result of zero orless means no missiles got through.

    6. Now resolve the supporting defensive fire against the REMAINING missiles ONESHIP at a time.

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    BULK DEFENSIVE FIRE AGAINST MISSILES TABLE:Die Roll (2D6) Number of Defensive Misses (round down)

    2 0%3-4 10%5-6 25%7 50%8-9 75%10-11 90%12 100%

    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 theamount of ordnance expended as the controlling factor. I devised this system for speedof play considerations, BUT THERE IS A SPECIAL CASE. When only one defensiveweapon is fired and no other weapons are firing use the accuracy number for theweapon 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 missilesand her 5 gun at the Slava 2 feet away; a total of seven missiles and 1 gun. The Burkehas a good crew.

    (From the Arleigh Burkes ship form)Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg

    (7) (9)A or D (F&A) Mk41 VLS (rof:7) 9 Thawk, 62 ( 7+ ) 2D6+2 [ 0 ]

    4 Std 15 ( 7+ ) 1/6D6 [ -2 ]1 ASROC/Mk 50 torp 5 +2 turns @ 13 ( 7+ ) 1/3D6 [ n/a ]

    A or D (F&A) Mk41 VLS (rof:7) 5 Thawk 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-4s, 1 DP gun and 2 CIWS bursts. The Slava has anaverage crew. Supporting the Slava are the Moskva with a good crew and 2 SAN-3As;along with the Kynda, a poor crew, and 1 SAN-1.

    (From the Slavas ship form)Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg

    (8) (17)A or D (F&A)SAN-6 (rof:4) 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/cD (PM) CIWS 3 bursts

    (SM) CIWS 3 bursts

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    D (PA) CIWS 3 bursts (SA) CIWS 3 bursts

    First the fire by the Slava is resolved. Two six sided dice are rolled and 1 is added to theroll due to the good crew of the Burke. The roll is a 6 and adding 1 gives a net result of50%; resulting in 2 misses by the defensive fire of the Slava. There are now 5 incomingmissiles left.

    The Moskva now resolves her defensive fire. Again 2D6 are rolled against the 2defensive shots of the Moskva. Because the Burke and Moskva are both good crewsthe modifier is zero (1-1=0). A 2 is rolled and both shots from the Moskva hit theirtargets. There are now 3 incoming missiles left.

    Next the fire from the Kynda is resolved. THE BULK DEFENSIVE FIRE TABLE IS NOTUSED IN THIS CASE BECAUSE THERE IS ONLY ONE DEFENSIVE MISSILE. Thebase accuracy of a SAN-1 is 15+. The Kynda has a poor crew so the accuracy becomes16+. A D20 is rolled with a result of 18 and the SAN-1 takes down a missile. The typesof the surviving 2 missiles are determined randomly. When the random selection iscomplete 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 sameweapon mounts again this turn.

    The Tomahawks base accuracy is a 7+ on a D20 or 70%. The ECM value of the Slavais a -6 modifier on the roll. The Burkes crew is good which gives a +1 modifier. The netto hit roll for the Tomahawks is now 12+ on a D20. A roll is made for the missile with aresult of 15. The lone Tomahawk has hit its mark. The damage rating of the Tomahawkis 2D6+2. The dice are rolled with a result of 3; adding 2,the net result is 5 points of hulldamage and one special damage. The hull points lost are noted on the ship form at2D10 are rolled for the special damage. The 2D10 roll comes up as 9; two weaponmounts 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 shipform.

    Next the Standard missile resolved. The standard has an accuracy of a 7+ on a D20 or70%. The ECM value is still -6 on the roll and the Burkes crew is good so 12+ is stillneeded to hit. A 20 is rolled and the missile hits. One D6 is rolled and gets a 3. That iscross indexed on the fractional dice table on the 1/6D6 line giving 1 hull point of damageto 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 goodcrew, and a damage potential of 1/3D6. A 10 is rolled and the salvo hits the target. TheD6 is rolled for a 6 and cross indexed to the fractional die roll table resulting in anadditional 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 moralephases.

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    SAMPLE COMBAT: Torpedo FireA 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 itsallowance of 12 and the ET-80A moves 10. The Knox fires an ASROC from itslauncher. The ASROC deposits a Mk50 torpedo 6 from the Victor. The speed of theMk50 is 13 and reaches the Victor this turn. The Victor has a TCM modifier of -4, whichwhen combined with the MK50s accuracy of 7+ means that an 11+ on 1D20 is neededto hit the Victor. The die is rolled with a result of 12, meaning that the Victor is hit. TheMk50 does 1/3D6 of damage. Another die is rolled with a result of 5 which means thatthe Victor takes 2 points of damage. Since the Victor has only 1 hull point whensubmerged it is sunk. At this point the wire guided ET-80A becomes a non-homingtorpedo. The Type 65 is wake homing an proceeds normally. In the movement phase ofthe next turn the Knox has a set speed of 6. The Knox does a 90 degree turn to port ata cost of 25% of its movement. The torpedoes move in the next combat phase. The ET-80A cannot alter course so it misses. The Type 65 is a homing torpedo so it mustreacquire the Knox. The roll needed is a 9+ with a +2 modifier for the Knoxs speed. A13 is rolled and the torpedo follows the Knox; and has enough speed to reach it. TheType 65 has an accuracy of 9+ and the Knox has a TCM modifier of -6 which meansthat a roll of 15+ is needed to hit the target. The die is rolled with the result of 18 and theKnox is hit for 3D6+2 damage. The dice are rolled with a net result of 7. The Knox issunk.

    EACH damage point from ARM & HARM missiles has a 13+ chance of destroying ONERadar 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 itever had one. If a gun normally aimed by a weapon controller loses its controller, thecrew may still fire the weapon unless the ship form states otherwise. The accuracy forguns reverting to local control in this case is (16+) against vessels, (19+) vs. missilesand strike aircraft and (17+) vs. ASW aircraft. Guns that are always locally controlledhave different and usually better chances to hit their target; practice time matters.

    SAMPLE COMBAT: Depth Charge AttackDURING THE MOVEMENT PHASE is when depth charge attacks occur; see Rule 3.The HMS Andromeda has located the Argentine submarine Santa Fe dead ahead onthe same course 4 inches ahead of her. The Andromeda had already chosen maximumspeed of 7.5. The Santa Fe has also chosen maximum submerged speed of 3.5. Bothcrews are average quality. The first stage movement is completed and the range hasshrunk from 4 to 3; no DC shot is possible. After the second stage the range is 2; noshot. At the end of the third stage the range is 1 and the Andromeda fires one volley ofdepth charges of the two shes allowed per turn. The die is rolled and the result is a 6so 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 gunsMissiles will be classed according to their speed (see charts in appendix B). Subsonicmissiles will get a modifier of zero. Missiles with speeds from Mach 1 to Mach 2 willreduce the DP guns chance to hit by 1 (i.e. a die roll modifier of -1). Missiles with aspeed of greater than Mach 2 will get a die roll modifier of -2 when being shot at by DP

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    guns. NOTE: Crew quality and dual purpose gun fire modifiers may preclude thoseparticular mounts from hitting a missile. Do NOT count such mounts in the total ofdefensive fire shots in the bulk fire system. If a DP gun can hit some missiles but notothers, 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 tolead the target. The vessel that is the target of the attack may fire as long as she hasmet all the criteria for being able to fire. That is to say that the mount must have an arcof fire that that bears on the target, has an operating weapons director set for defensivefire, has ammo for the mount and has not used its ROF for the turn.

    Vessels that are NOT the target of attack may only fire DP guns in support IF they arewithin three inches (3) of the target ship. This reflects the rate of traverse needed for amount that is almost but not quite seeing the missile as a head on target. Like thetarget 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 tablesnow have an additional column labeled DP gun mod. This column is for modifying theroll to hit the missile with DP gun fire.

    Quick Play Summary: Rule 4Vessels on fire take damage at the start of the turn. Resolve special damage from firesimmediately. Adjust the number of cards in the initiative deck to reflect changes in thenumber of vessels and air assets. Commanders each roll a D10. The high total, aftermodifications, has initiative and may force the opponent to skip a card once. Also rollinitiative for strike aircraft IF both sides can get them on the board. Running torpedoesmove and resolve attacks. Make sure weapons directors are allocated to either attack ordefense 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. Resolvespecial damage as needed. Count ammunition usage on the ship form. SEE FIRERULES FOR VESSELS HIT WHILE LAUNCHING / RECOVERING AIRCRAFT.

    RULE 5: LAUNCH SUBORDINATE CRAFT / STOW RECOVEREDCRAFTAircraft, hovercraft and the like being launched this turn are now placed on the playingsurface adjacent to the vessel launching them. They do NOT move this turn. Aircraft orhovercraft 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 orsmall surface craft like speedboats can be moving no faster than inch per turn to berecovered.

    Planes, helicopters and hovercraft may not Launch from, or Recover to, a vesselwith more than 25% damage.

    See FIRE rules under Rule 6 for oilers, carriers and combat vessels hit while launchingor recovering subordinate craft. Roll (11+) to destroy the subordinate craft and start afire on the vessel. This is the Midway effect.

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    Quick Play Summary: Rule 5Vessels 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 orlaunching craft from the hold when being shot at are extra vulnerable to having firesbreakout. Subordinate craft figures launched are added to the playing surface at thistime. 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 ofrepairing Special Damage are given on the Special Damage Table. The chances ofextinguishing fires are given in the section on Fires. The chances of a success aremodified by crew quality and the use to exhaustion of the vessels Damage ControlCapacity (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 vessels hull pointsgo below zero the vessel sinks. If a vessels hull points reach zero exactly, a special rollis made to heave to and stem the influx of water and keep the ship afloat. The vesselgets 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 crewcompliment. Note that fires are handled separately from damage.

    Each ship has a basic per turn value to make repairs. The number shown for DCC onthe ship form is the number of times in one turn that the base crew quality modifier isused to repair Special Damage. Repair of any special damage may be attempted onceper turn. Once the DCC is exhausted for the turn the die roll modifier is lowered by 1 forevery additional attempt in that turn. This means certain pirate vessels might begin witha -1 modifier to the repair rolls. Damage repair rolls are NOT the same as the heaveto roll to save a ship at zero hull points. Special damage that can be repaired has arepair roll on a D20 shown next to it on the Special Damage Table. Note that the loss oflife Special Damage reduces the DCC.

    FIRES:Fire does an extra 1D6+1 damage per subsequent turn. Crew quality modifier applies tothe D20 rolls for extinguishing the fire. Fires do special damage for 4 or more points ofdamage from a single fire.

    OILERS have a (7+) chance of a fire when hit without respect to special damage. Oilershave a (20+) chance of putting out the fire the first turn. After that, oiler fires cannot beput out.

    AIRCRAFT CARRIERS with clear decks that take 3 or more points of missile or gunnerydamage in a turn have a (16+) chance of catching fire SEPARATE from specialdamage. Carriers have a (17+) chance per turn to put a fire out. Crew quality modifiersare applicable.

    ALL COMBAT VESSELS with planes or helicopters on deck (i.e. has a L/R marker upprior to step 5 of the sequence of play) that are hit have a (11+) chance of burning

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    separate from special damage. Crew quality modifiers are applicable. Burning vesselsmay not launch or recover aircraft. Vessels other than oilers or carriers that catch firedue 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 shootingaccuracy, damage control, special damage table rolls and initiative rolls.

    CREW QUALITY TABLERating Morale Accuracy Damage Control Spl. Dmg. Mod. Init. Mod.GOOD 5+ +1 +1 +1 +1AVERAGE 7+ 0 0 0 0POOR 9+ -1 -1 -1 -1

    Sample Damage Control: From the previous example with the Slava we have thefollowing situation.

    The Slava has lost two weapons mounts. Her crew is average and has a damagecontrol modifier of zero. Her DCC is 2. She elects to use both of her DCC to repair themounts. The repair chance is (15+) with no modifiers. A D20 is rolled twice with resultsof 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 FIREFOR THE CURRENT TURN. MULTIPLE FIRES AND MAGAZINE HITS ARE POSSIBLE.

    Special Damage TableDie Roll (2d10) Result Repair (d20)

    2- Roll twice ignoring repeats of this one N/R3 Magazine/fuel hit, +1D6x10% damage* N/R

    For nuclear powered ships roll a 50/50 chance forreactor damage. See note below

    4 Rudder hit, random course (d12) each turn (15+)5 Rudder hit, no change in course (15+)6 Lose 2 Engine strength (13+)ea.7 Lose 1 Engine strength (13+)8 Lose elec., Search radar/sonar out (50/50) (11+)9 Lose 2 Weapon mounts (15+)ea.10 Lose 1 Weapon mount (15+)11 Bridge hit, repeat last orders 2 turns N/R12 Loss of life, Lose 1 DCC N/R13 Ship on fire see fire rules14 Lose 1 T/ECM point, 50/50 T or E (15+)15 Lose 2 T/ECM points, 50/50 T or E (15+)ea.16 Loss of life, Lose 2 DCC N/R17 Lose elec., Wpn dirs. out, ASW out (11+)18 Lose 1 Weapon director (17+)19 Lose 2 Weapon directors (17+)ea.20+ No Effect

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

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    damage. If the original number was 22 points the result would be 14 more points of damage (alwaysround up for this effect) plus 4 more special damage rolls. If reactor is damaged the vessel is dead in thewater 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 theloss. Losing half the engines reduces speed ratings by half. Round down to the nearest half inch forspeed. 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 weaponunless 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 locallycontrolled 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 forthe 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 repairchance listed on the Special Damage Table and Fires can possibly be corrected. Nomore than 1 DCC point may be used on a repair roll. Once the DCC points have beenused 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 timesaving throw is allowed. The saving throw is the crews base morale value modified onlyby the 100% damage modifier. This saving throw is NOT a morale check due to lack ofother 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, orthe 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 checksare required every time the vessel receives fresh damage after the 50% mark has beenreached. Rally checks are the same as morale checks and count as the morale checkfor that turn. Only one Morale/Rally check per vessel per turn is allowed. If the d20 roll isgreater 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 themodifiers, the changes to the modifiers take effect immediately.

    Morale ModifiersDamage Modifier50- 60% 061- 80% -281-

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    Sample Morale Check: The Slava has taken just under 35% of her possible hulldamage. At this time, no morale check is needed. If the Slava had taken 50% or more ofher possible hull points then a morale check would be required. If the Slava had taken66% of her hull points in damage then she would roll a die against her modified crewmorale rating. Her crew is average, so the base morale is 7+ on a D20. The modifier for66% damage is a -2 so the net roll must be a 9+ to pass the test. The die is cast and theresult is a 2. The Slava fails by 7 and goes dead in the water with no offensive fire. (Seeall stop rules under Movement)

    Quick Play Summary for Rule 7:Check morale for ships when they reach 50% damage or catch fire if less than 50%damaged. If a ship is already over 50% damage, check morale whenever there is freshdamage or a new fire. Do not round off percentage of damage calculations. If a ship iscurrently under the effects of a morale failure, make a morale check to see if it rallies toan improved morale state. Only one morale check per vessel per turn is permitted.

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    APPENDIX: A Using and Reading the Ship FormShip Name:__Example______Ship Class: O. H. Perry (FFG)

    Damage Points Functional Effects System RatingsHull Pts.: 5 DCC: 1 Crew:__(good/average/poor)_Engine Str.: 2 Max. Spd.: 7/4 Radar: AECM Str.: 1 ECM mod.: -3 Sonar: PTCM Str.: 2 TCM mod.: -6

    Damage Points: In the left hand column above is the number of hit points of for each of the systemslisted. Damage from successful attacks is counted against the Hull Points. Hull points may NOT berepaired. Submarines will have their number of hull points when submerged in parentheses and theirsurfaced value after it, outside of the parentheses.

    The Engine, Electronic Counter-Measures (ECM) and Torpedo Counter-Measures (TCM) systems lose hitpoints as a result of Special Damage occurring from a regular attack. Damage to the engine, ECM andTCM can be repaired.

    Functional Effects: In the center above are the game effects of certain systems as well as the DamageControl Capacity (DCC). The number before the slash is the maximum movement speed. The numberafter the slash is the maximum change of speed possible in one turn. Submarines will have theirmaximum speed when submerged in parentheses and their maximum surface speed after it, out side theparentheses and before the slash. On submarines there is a line for an EMP modifier when submerged.

    The ECM modifier and TCM modifier is the modifier to the die roll when a missile (ECM) or torpedo (TCM)is attack the vessel. The Value of the modifier is reduced proportionately to damage incurred to thosesystems from the Special Damage Table.

    System Ratings: The far right column contains the general rating of three key systems. The crew can beconsidered a system since they have to work together and interface with the ship systems to make themperform. The other systems are the radar and the sonar. The crew has three possible ratings: good,average and poor. These are described further under Crew Quality.

    The radar has three possible ratings: A, B and C. Class A radar has the longest range. Class B has lessrange than class A, but more than class C which is the group with the shortest range.

    The sonar has two possible ratings: Class A is sonar that uses active pinging to find submarines. It maybe used in a passive mode but it is not very effective. Class P is a purely passive system that is designedfor listening only.

    Weapon Systems:Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod]

    (2) (7)A or D (M)OTO 76mm (rof:1) plenty 1 ( 12+ ) 1/3D6

    {no local control} ( 19+ ) v. msl. & str. A/C{360 deg. Field of Fire} ( 13+ ) v. ASW A/C(F) Mk13 (rof:1) 9 Standard 15 ( 7+ ) 1/6D6 [ -2 ]

    1 Harpoon 17 ( 7+ ) 1D6 [ 0 ]

    ___________________________________________________________________________________________________(PF) TT (rof:1) 3 Mk46 NEARTIP 2 turns @ 9 ( 7+) 1/2D6

    ASW torps or 3 turns @ 6(SF) TT (rof:1) 3 Mk46 NEARTIP

    ASW torps___________________________________________________________________________________________________

    D Phalanx CIWS (rof:1) 1 burst 3 ( 13+ ) v msl & str A/C( 7+ ) v other a/c

    _________________________________________________________________________________________(A) 2- SH - 60B Helo 1 Penguin ASM 4 ( 9+ ) 1/2D6 [ 0 ]

    or 1 Mk46NEARTIP 2 turns @ 9 ( 7+) 1/2D6ASW torp or 3 turns @ 6

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    Weapon Systems: Under the weapons systems there are four columns of information that are required forthe weapon to function. The weapon director, the weapons mount itself, the load of ammunition carried bythe vessel and the weapon performance in terms of maximum range, the base number to hit a targetrolled on 1D20, and the damage caused by a successful hit.

    Directors: Guns and missile or rocket launchers list which kind of weapon controller they have associatedwith them. The type of controllers are A for attack only, D for defense only and A or D for attack ordefense mode which is chosen during the Bridge phase. Once an A or D director is given a posture forthe turn it cannot be changed until the next turn. However, some vessels have excess directors for agiven system. It is possible to set one of the excess directors to the opposite setting of the primarydirector and the commander can choose either option up to the limit of the Rate of Fire (ROF) of themount. Torpedoes are always assumed to be in the attack mode. Their ability to attack requires that thevessel have functioning sonar. Some guns list their director as local. This indicates that the weapon isdirected by the gunner stationed at the mount. Most guns can be locally controlled except those markedas such.

    Mounts: This column lists from left to right: the location of the mount in parentheses (e.g. (M)idships,(P)ort, (SB) Starboard bow, (A)ft, (PQ) Port Quarter, etc.), the description of the mount itself (e.g. 5single, TT for Torpedo Tube, Mk141 VLS missile launcher, etc.) and the maximum rate of fire per turn(e.g. ROF 2). Aircraft are considered as mounts for this purpose.

    Load: The ammunition available for the mount in type and amount carried by the vessel.

    Range: The range for torpedoes is given as a number of turns at a given speed (e.g. 2 turns @ 9). Sometorpedoes have optional speeds which are chosen when the torpedo is launched and not alteredthereafter. Guns and most missiles list their range simply as a linear distance (e.g. 4 or 3). Unguided airordnance, other wise known as dumb bombs will have a range of zero inches. This indicates that theplane must fly over the vessel to deliver the weapon. The ASROC and SSN-14 are special cases of therange descriptions because these systems use a rocket to deliver the torpedo most of the way to thetarget. The in-flight portion is a simple linear distance which is combined with the torpedo movement ofsome number of turns at a given speed. On the turn an ASROC or SSN-14 is fired it can fly up to themaximum linear distance indicated AND take the first turn of torpedo movement.

    Accuracy: The base number or greater needed by an average quality crew to hit their chosen targetbefore modifiers are applied. (i.e. (9+) means nine or greater must be rolled on 1D20).

    Damage: The number of dice or fractional dice and modifiers rolled to generate the amount of damagecounted off against the hull points of a vessel (e.g. 1D6 means roll one six sided die). Large values ofdamage may cause Special Damage (see table p.39)

    Dual Purpose Gun Modifier ( [DP gun mod] ): This modifier is applied to die rolls when attempting toshoot down an incoming missile with a deck gun. The deck guns that can fire at aircraft and missiles aswell as surface craft are noted as dual purpose guns in the table on page 33.

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    APPENDIX: B Weapons SystemsSURFACE TO SURFACE MISSILES:

    Type Range Accy(d20) Damage DP gun mod.C-801/YJ-8 5 9+ 2/3D6 0YJ-82/C-802 14 11+ 2/3D6 -1YJ-83/C-803 16 7+ 2/3D6 -2YJ-62/C-602 50 9+ 2D6 0Gabriel 5' 7+ 2/3D6 -1Harpoon 17' 7+ 1D6 0HY-2 12' 11+ 2D6+3 -1MM38 Exocet 6 7+ 2/3D6 -1MM40 Exocet 9.5 7+ 2/3D6 -1Otomat 25' 7+ 1D6 -1NETfire PAM 5 7+ 1/6D6 -2Penguin 4' 9+ 1/2D6 0Seakiller II 3' 9+ 1/3D6 0SSN-2B/C 6' 11+ 2D6+2 0SSN-3A/B 60' 7+ 3D6+6 -1SSN-9 15' 7+ 2D6+3 0SSN-12 70' 7+ 3D6+6 -2SSN-14* 7 10+ 1/3D6 0SSN-15 5' Nuke 200kt, Submerged burst -1SSN-19 60' 7+ 3D6+6 -2SSN-22 16' 7+ 2D6+3 -2SSN-25 17' 9+ 1/2D6 -1SY-1A 82 9+ 2D6+3 0Tomahawk 62' 7+ 2D6+2 0ARMAT 16 6+ 2/3D6 -1Hsiung Feng II 22 8+ 2/3D6 0Hsiung Feng I 5.5 9+ 2/3D6 0

    * when used as SSM only. The SSN-14 is an ASW weapon with limited SSM capabilities.

    BULK DEFENSIVE FIRE AGAINST MISSILES TABLE:Die Roll (2D6) Number of Defensive Misses (round down)

    2 0%3-4 10%5-6 25%7 50%8-9 75%10-11 90%12 100%

    AIR TO AIR ORDNANCE:Type Range Accy(d20) Anti-Ship? Ship Dmg.20/23/25mm 3 15+ Y 1/6D620/23/25mm (r) 3 12+ Y 1/6D630mm 3 15+ Y 1/6D630mm (r) 3 12+ Y 1/6D6Sidewinder 2.5 9+ N -Sparrow 6 12+ N -Phoenix 27 10+ N -AIM-120 10 10+ N -AA-2 2 13+ N -AA-8 9 9+ N -AA-10 4 11+ N -AA-11 5 10+ N -R.550 Magic 1 10+ N -PL-9 1.5 9+ N -PL-11 8 9+ N -R.530D 6 10+ N -

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    SHIPS GUNSThese guns are capable of anti-aircraft fire and surface combat.

    Type Range Dmg.(Hull pts.) Accuracy(d20)14.5 & 12.7mm (0.50 cal) 3 1/6D6 17+CIWS* [rotary](ALL) 1" n/a 13+20mm (single/twin) 3 1/6D6 15+25mm (single/twin) 3 1/6D6 16+30mm (twin) 3 1/6D6 16+35mm/90 OTO (twin) 6 1/6D6 16+37mm (single/twin) 3 1/6D6 15+40mm (single/twin) 3 1/6D6 15+40mm (quad) 3 1/6D6 14+57mm (single) 9" 1/6D6 17+57mm (twin) 9" 1/6D6 15+57mm (quad) 9" 1/3D6 15+76mm OTO Melara 1' 1/3D6 12+76mm (single) 1' 1/6D6 15+76mm (twin) 1 1/6D6 14+85mm 1' 1/6D6 15+100mm (single) 1.5 1/3D6 14+100mm (twin) 1.5 1/3D6 14+Auto100mm (single) 1.5' 1/2D6 12+110mm 2.0 1/6D6 12+114mm (single) 1.75 1/6D6 12+114mm (twin) 1.75 1/3D6 11+5" (single) [127mm/25] 1.25' 1/6D6 11+5" (single) [127mm/54] 2.25' 1/2D6 11+5 (single/twin) [127mm/38] 1.75 1/3D6 13+Auto130mm/70 (twin) 2.5' 1D6+2 12+

    The following guns are not capable of anti-aircraft fire

    6"/47(triple) 2.5' 2/3D6 14+152mm/57 (triple) 2.5' 2/3D6 15+8" (single) 3.75' 1/2D6 16+8" (triple) 3.75' 1D6 14+16" (triple) 5' 3D6+6 15+16 (triple) Special min.15/max.125 2D6+1 7+

    See damage tables on p.122 for more details on the 16 special round.

    *CIWS guns (i.e. Phalanx, etc.) have an accuracy of 13+ vs. strike A/C missiles,7+ vs. ASW A/C.

    All other dual purpose guns have a 19+ accuracy vs. strike A/C & missiles and13+ vs. ASW A/C. Note that the crew quality modifier applies to ALL gunnerywhether automatically controlled or locally controlled.

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    SURFACE TO AIR MISSILES:Type Range Accy(d20) Anti-Ship? Ship Dmg. DP gun modCrotale 1' 9+ N - n/aHQ-7 1.5 8+ N - n/aHQ-9 25 9+ Y 2/3D6 -2HQ-16 4 7+ Y 1/3D6 -2HQ-61B 3 9+ N - n/aNETfire PAM 5 7+ Y 1/3D6 -2Masurca 5' 9+ N - n/aRIM-7M 3.5 12+ Y 1/6D6 -2SAN-1 4' 15+ Y 1/3D6 -1SAN-2 5' 13+ Y 2/3D6 -2SAN-3 7.5' 11+ Y 1/3D6 -2SAN-4 2' 11+ Y 1/6D6 -2SAN-6 12' 7+ Y 1/2D6 -2SA-7 6 9+ N - n/aSAN-7 4' 7+ Y 1/3D6 -2SAN-8 1' 13+ N - n/aSAN-9 2' 7+ N - n/aSeacat 1' 15+ Y 1/6D6 0Seadart 10' 11+ Y 1/6D6 -2Seaslug 6' 13+ Y 2/3D6 -1Sea Wolf 1 7+ N - n/aSea Sparrow 3 9+ Y 1/6D6 -2Standard 15' 7+ Y 1/6D6 -2Talos 16' 13+ Y 1/2D6 -1Tartar 4' 11+ Y 1/6D6 -1Terrier 6' 11+ Y 1/6D6 -2Terrier BTN 6 Nuke Y 1kt -2

    ASW WEAPONSType Range Accuracy DamageASROC 5' See Mk 50 torpedo 1/3d6ASROC/Nuke 5 20kt, Submerged burst NukeDepth Charge 1 20+ 1D6FRAS-1 6 200kt, Submerged burst NukeHedgehog 1 17+ 1/3D6Ikara 2' 13+ 1/3D6Mortars 3" 15+ 1/3D6RBU 1000 3 15+ 1/3D6RBU 1200 3 15+ 1/3D6RBU 2500 3 15+ 1/3D6RBU 3200 9 15+ 1/3D6RBU 6000 9 15+ 1/3D6SSN-14 7' See E45-75A torpedoSSN-15 5' 200kt, Submerged burst NukeSSN-16 12' See E45-75A torpedoWeapon Alpha DC 1 18+ 1D6+2Mk10 Limbo DC launcher RoF:2, uses typical depth charges

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    TORPEDOESType Range Accuracy Damage FunctionA.244s 1 turns @ 10 10+ 1/3D6 ASW onlyE45-75A 2 turns @ 8 10+ 1/2D6 ASW onlyET-80A 2 turns @ 10 or 9+ 2D6 DP / wire

    3 turns @ 8Mk8 (UK) 1 turn @ 9 15+ 2D6+1 Surface, non-homeMk14 1 turn @ 10 15+ 1D6+2 Surface, non-homeMk24(mod1) 8 turns @ 6 or 7+ 2D6+1 DP / wire

    3 turns @ 8Mk37 2 turns @ 6or 9+ 2D6+1 ASW only

    7 turns @ 4Mk 46 2 turns @ 9 8+ 1/3D6 ASW onlyMk 46 NEARTIP 2 turns @ 9 or 7+ 1/3D6 ASW only

    3 turns @ 6Mk 48 6 turns @ 10 or 7+ 2D6 DP / wire

    3 turns @ 13Mk 48 ADCAP 7 turns @ 10 or 6+ 2D6 DP / wire

    3 turns @ 15Mk 50 2 turns @ 13 7+ 1/3D6 ASW onlySET-40 2 turns @ 7 11+ 2/3D6 ASW onlySET-65 2 turns @ 8 or 9+ 3D6 ASW only

    6 turns @ 6Stingray 2 turns @ 11 7+ 1/3D6 ASW onlySST-4 2 turns @ 9 or 7+ 2D6 DP / wire

    4 turns @ 8 or6 turns @ 7

    Type53-56 1 turn @ 15 or 12+ 2D6+1 Surface, non-homing3 turns @ 10

    Type53-68 2 turns @ 12 or Nuke 20kt submerged non-homing4 turns @ 10

    Type 65 7 turns @ 12 or 9+ 3D6+2 Wake, Surface only*20 turns @ 8

    Type53-65 3 turns @ 10 9+ 2D6+1 Wake, Surface only*Yu-1 1 turn @ 6 12+ 2D6+1 Surface, non-homingYu-3 2 turns @ 10 9+ 1D6 + 2 ASW, self homingYu-4 2 turns @ 10 9+ 2D6+1 Surface, self-homingYu-7 2 turns @ 12 9+ 1/3D6 ASW torpL4 2 turns @ 6 9+ 2/3D6 ASW, Self homingL5 2 turns @ 6 9+ 2/3D6 DP, Self homingAEG SUT 2 turns @ 9 8+ 1D6+2 DP, wire guided

    Note: Dual Purpose torpedoes attack either surface or submerged targets. *Wake homing torpedoes acquiretargets after they are launched.

    NUCLEAR WEAPONSSubmerged burst

    Yield(kt) Kill Radius Damage radius EMP radius15-20 3 9 6

    200 12 24 15

    Surface or air burstYield(kt) Kill Radius Damage radius EMP radius

    1 1 2 33 1 3 55 2 4 7

    100 6 9 14200 6 12 19350 9 15 24800 9 18 28

    Note: Everything within the kill radius is destroyed. Aircraft within the damage radius abort the mission.Ships and subs within the damage radius take 1D6+1 of Special Damage rolls treating fires and magazinehits as no effect. EMP pulses will disable any ship or aircraft on a roll of 11+

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    AIR TO SURFACE WEAPONSType Range Accuracy Damage DP gun mod.ALCM 125 7+ 2D6+3 0AM39Exocet 10 7+ 2/3D6 -1ARM 15' 9+ *1/2D6 -2Armat 16 7+ 2/3D6 0(Fr)AS.12 15 12+ 1/6D6 0AS.30 1.5 7+ 1D6+2 -1AS-1 14' 9+ 3D6+6 0AS-4 60 10+ 3D6+6 -1AS-6 60' 9+ 3D6+6 -2AS-7 2' 7+ 1/2D6 0AS-10 1.5 7+ 1/2D6 0AS-12 17 7+ 2/3D6 -1AS-14 5 7+ 1D6+2 -1B57 nuke 0 3 k / 9 d 20kt submerged n/aB61 nuke 0 9 k / 15 d 550kt non-submerged n/aBL755 0 16+ 1D6 n/aBullpup B 2' 9+ 2D6+3 -2FAB 250 0 18+ 1/2D6 n/aFAB 500 0 18+ 1D6 n/aFAB 750 0 18+ 2D6+1 n/aFAB 1000 0 18+ 2D6+3 n/aGBU-10 9 6+ 2D6+2 n/aGBU-15 1 6+ 3D6+2 n/aHARM 15' 7+ *1/3D6 -2Hellfire 1.5 4+ 1/6D6 -1LAU-69B 6 14+ 1/6D6 0M. Pescador 1.25 12+ 1/6D6 -2Maverick 3' 7+ 1/2D6 -2Mk81 250# 0 18+ 1/6D6 n/aMk82 500# 0" 18+ 1/3D6 n/aMk117 750# 0 18+ 2/3D6 n/aMk83 1000# 0" 18+ 1D6 n/aMk84 2000# 0 18+ 2D6+2 n/aPenguin 4' 9+ 1/2D6 0Rockets 3 7+ 1/6D6 n/aRockeye 0 15+ 1/2D6 n/aBelouga 0 15+ 2/3D6 n/aSparrow 8' 7+ 1/6D6 -2Sea Eagle 15 9+ 1D6+2 0Sea Skua 2 7+ 1/6D6 0UV-32-57 3 7+ 1/6D6 n/aEU-2 bomb 0 18+ 1/2D6 n/a

    Each damage point from ARM & HARM missiles has a 13+ chance of destroying ONE Radarsource (EACH ECM/Search/Weapon Director rolled separately)

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    MISSILE LAUNCHER RATE OF FIRE PER TURN:USA/UK/NATO RUSSIA/CHINAMk5 1 SAN-1 1Mk10 1 SAN-3 1Mk11 1 SAN-4 1Mk12 1 SAN-6 3Mk13 1 SAN-7 1Mk16 ASROC 1 SAN-9 1Mk25 Sparrow 4 SAN-9 VLS 4Mk26 ASROC 3 SSN-2 1Mk29 Sparrow 2 SSN-3 1Mk41 VLS 7 SSN-9 1Mk44 ABL 4 SSN-12 2Mk45 VLS 3 SSN-14 1Mk141 VLS 1 SSN-15 1Sea Dart 2 SSN-16 1Sea Cat 2 SSN-19 2Sea Slug 2 SSN-22 1Sea Wolf 1 1PA-25A 1MM38 1

    APPENDIX: C- Other chartsFractional Die Rolls

    D6= 1 2 3 4 5 6

    1/6D6= 0 0 1 1 1 11/3D6= 0 1 1 1 2 21/2D6= 1 1 2 2 2 32/3D6= 1 2 2 2 3 4

    Changing speed: Based on Hull PointsUS & UK/NATO Other Speed Change Size Class

    1 10 1 9 4 max. 111 35 10 30 3 max. 2

    36+ 31+ 2 max. 3All nations: Freighters, LSTs etc. 2 max. 2Pirate Speedboats 0 1 ANY 0

    CREW QUALITY TABLERating Morale Accuracy Damage Control Spl. Dmg. Mod. Init. Mod.GOOD 5+ +1 +1 +1 +1AVERAGE 7+ 0 0 0 0POOR 9+ -1 -1 -1 -1

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    Morale ModifiersDamage Modifier50- 60% 061- 80% -281-

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    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 FIREFOR THE CURRENT TURN. MULTIPLE FIRES AND MAGAZINE HITS ARE POSSIBLE.

    Special Damage TableDie Roll (2d10) Result Repair (d20)

    2- Roll twice ignoring repeats of this one N/R3 Magazine/fuel hit, +1D6x10% damage* N/R

    For nuclear powered ships roll a 50/50 chance forreactor damage.

    4 Rudder hit, random course (d12) each turn (15+)5 Rudder hit, no change in course (15+)6 Lose 2 Engine strength (13+)ea.7 Lose 1 Engine strength (13+)8 Lose elec., Search radar/sonar out (50/50) (11+)9 Lose 2 Weapon mounts (15+)ea.10 Lose 1 Weapon mount (15+)11 Bridge hit, repeat last orders 2 turns N/R12 Loss of life, Lose 1 DCC N/R13 Ship on fire see fire rules14 Lose 1 T/ECM point, 50/50 T or E (15+)15 Lose 2 T/ECM points, 50/50 T or E (15+)ea.16 Loss of life, Lose 2 DCC N/R17 Lose elec., Wpn dirs. out, ASW out (11+)18 Lose 1 Weapon director (17+)19 Lose 2 Weapon directors (17+)ea.20+ No Effect

    *Magazine hit: If the roll is a 6, the ship takes 60% of the value of its original undamaged hull points indamage. If the original number was 22 points the result would be 14 more points of damage (alwaysround up for this effect) plus 4 more special damage rolls. If reactor is damaged the vessel is dead in thewater 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 theloss. Losing half the engines reduces speed ratings by half. Round down to the nearest half inch forspeed. 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 weaponunless the ship form states otherwise. The accuracy for guns reverting to local control in this case is (17+)against vessels, (19+) vs. missiles and strike aircraft and (18+) vs. ASW aircraft. Guns normally locallycontrolled have different and often better chances to hit; crew practice time is why.

    Collision & ramming damage: Roll the number of dice equal to the size class of the vessel for thedamage done to the other vessel.

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    APPENDIX: D General NotesI designed Surface Battle Group because I enjoyed books like The Hunt for RedOctober and Flight of the Intruder and the subsequent movies. I searched in vain for aset of rules that was not mired in needless detail or so oversimplified that decisionmaking and tactics were removed. The time scale and surface scale were chosen to fitplay on a ping-pong or billiard table, and to have the ships actually maneuver withrespect to each other.

    In the process of developing these rules I played a good many naval rule sets from alleras looking for the points in the game mechanics that gave the best feel of command.Rules that are so detailed that the player is performing too many tasks several layersbelow the level of command play too slow for my taste. The crews are supposed toknow their jobs and the high tech stuff should function transparently relative to thecommanders viewpoint.

    I decided to scale down the ordnance and rates of fire by a factor of four to speed upthe conclusion of the game. After the early play tests, the 1 for 1 ammunition scaledidnt produce any significant results until one side ran the other out of missiles andforced a gunnery duel. By limiting the ammunition I eliminated several turns ofinconclusive exchange of missile fire along with multitudes of die rolls. I biased therounding off of ammunition supply in favor of the offense simply to make offensive firemore effective.

    Unlike many 20th and 21st century naval games I wanted a randomized range ofdamage inflicted by a hit rather than an absolute number. I just dont believe the resultsof such a complex event are that easy to predict. As a result you roll dice for the amountof damage you do to account for variation of hit location. Large damage rolls drivespecial damage. Unique damage charts for each ship class are not needed.

    The other thing I found lacking in modern era rules was the effect of crew quality. All ofthe mechanical and electrical systems on board a ship need maintenance, preparationand trained crews in order to function. A good crew will maintain its equipment betterand have more reliable, better calibrated and more accurate systems than a poor crew.Also they will perform the damage control function with greater efficiency. Modifiers tothe die rolls reflect this opinion. Morale failures represent a crews lack of preparednessand/or disbelief in their ability to cope with the problem rather than actual panic.

    I wanted to focus on the cruisers, destroyers and frigates that operated away from thecarrier group as the title suggests. Submarines are very intense and exciting but thephysics involved in the detection and counter detection at various depths simplyoverwhelms play. As such subs are simplified a great deal. ASW helicopters also havebeen simplified. They all have one generic speed, one generic ECM value and onegeneric fuel load.

    The use of a 5-minute per turn time scale solved a couple of issues. It provided a largeenough increment of time to allow the ships to make more than trivial changes inposition. It reduced the amount of technical detail required for the air units. Air units willhave much more movement available than the ships. Only approximate air speeds areneeded in terms of positions marked on the playing surface. These rules were intendedto free the commanders from the game mechanics so they could focus on tactics.

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    I decided on using an initiative system for offensive fire to drive the tactics and pace ofplay. This is where the game is in these rules. The overall commander will have todetermine which ships will form the defensive umbrella and which ships will be theoffensive platforms. He/She will try to locally overload zones to deplete enemy SAMsand get the SSMs through. He/She will maneuver the group into or away from gunneryrange as needed. To win, typically your side must be the first to inflict significantdamage to the enemy fleet. Enjoy yourselves and Good Luck!

    General notes for v3.0First let me thank the players of SBG for all of the questions and input. Version 3.0contains much of what you asked about. Each rule section has been affected in someway. Questions on stealth and detection for both subs and aircraft have been integratedwith an eye toward maintaining the proper feel without slowing down play. The newdefensive missile fire resolution system for large encounters also quickens play.Note that I have not defined what a large engagement is in terms of this game. Whilethe number of vessels involved is obviously important to defining size, so is the skilllevel and experience of the players. The GM will have to make that call.

    After running SBG at conventions and at the homes of friends, Ive developed someplayer favorite scenarios. Ive tried to include scenarios that involve specific rules tohighlight how to apply them in the game. The littoral combat situations required somespecific exceptions to some of the general rules along with a stretching of some laws ofphysics. Enjoy!

    COPYRIGHTS AND IMPORTANT STUFF LIKE THAT: First let me give credit wherecredit is due. Christopher Jones did all of the terrific artwork on the thumbnail/cover aswell as the air units, ship and submarine counters; they are splendid.

    I am claiming protection under provisions of international copyright law. Downloadedcopies have been made traceable.

    Questions? Contact me via e-mail at [email protected]

    Tom DziegielewskiMarch 7, 2010

    johnny okane (order #7051525)

  • SURFACE BATTLE GROUP v3.0

    12/22/2010 42

    Ship Name:______________________Ship Class: Albany (CG)

    Hull Pts.: 25 DCC: 2 Crew:____________Engine Str.: 2 Max. Spd.: 8/3 Radar: AECM Str.: 1 ECM mod.: -3 Sonar: ATCM Str.: 0 TCM mod.: 0

    Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod](8) (8)

    A or D (P) Mk11 (rof:1) 10 Std msls 15 ( 7+) 1/6D6 [ -2 ]

    A or D (S) Mk11 (rof:1) 10 Std msls

    A or DA or D__________________________________________________________________________________________________A or D (P) 5/38single (rof:1) plenty 1.75 ( 13+ ) 1/3D6 A or D (S) 5/38single (rof:1) ( 19+ ) v. msl. & str. A/C

    ( 13+ ) v. other A/C

    __________________________________________________________________________________________________(PB) TT (rof:1) 1 Mk46 ASW torp 2 turns @ 9 ( 8+) 1/3D6(SB) TT (rof:1) 1 Mk46 ASW torp

    __________________________________________________________________________________________________A or D (F) Mk12 launcher (rof:1) 12 Talos 16 ( 13+ ) 1/2D6 [ -1 ]

    A or D (A) Mk12 launcher (rof:1) 12 Talos

    __________________________________________________________________________________________________Helo pad aft; no hangar

    johnny okane (order #7051525)

  • SURFACE BATTLE GROUP v3.0

    12/22/2010 43

    Ship Name:______________________Ship Class: Arleigh Burke (DDG)

    Hull Pts.: 12 DCC: 1 Crew:____________Engine Str.: 2 Max. Spd.: 7.5/3 Radar: AECM Str.: 2 ECM mod.: -6 & Spl. Sonar: PTCM Str.: 1 TCM mod.: -3

    Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod](7) (9)

    A or D (F&A) Mk41 VLS (rof:7) 9 Thawk, 62 ( 7+ ) 2D6+2 [ 0 ]

    4 Std 15 ( 7+ ) 1/6D6 [ -2 ]1 ASROC/Mk 50 ASW torp 5 +2 turns @ 13 ( 7+ ) 1/3D6 [ n/a ]

    A or D (F&A) Mk41 VLS (rof:7) 5 Thawk 2 Std 1 ASROC/Mk 50 ASW torp

    A or D__________________________________________________________________________________________________

    A (PB&Q) Mk141(rof:1) 1 Harpoon 17 ( 7+ ) 1D6 [ 0 ](SB&Q) Mk141(rof:1) 1 Harpoon

    __________________________________________________________________________________________________(PB) TT (rof:1) 1 Mk 46 NEARTIP ASW torp 2 turns @ 9 ( 7+) 1/3D6

    3 turns @ 6(SB) TT (rof:1) 1 Mk 46 NEARTIP ASW torp

    __________________________________________________________________________________________________A or D (F) 5/54 single (rof:1) plenty 2.25 ( 11+ ) 1/2D6

    ( 19+ ) v. msl. & str. A/C( 13+ ) v. other A/C

    __________________________________________________________________________________________________D (F) Phalanx CIWS (rof:1) 1 burst 1 ( 13+ ) v msl & str A/CD (A) Phalanx CIWS (rof:1) 1 burst ( 7+ ) v other a/c

    __________________________________________________________________________________________________Helo pad aft; no hangar; may re-arm & re-fuel hel