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Trierarch  
Spacefleet  
Dragon & Pearl
Trierarch
Rules for naval warfare in the Classical era
To download a copy of these rules right click on <DOWNLOAD>
Your browser will display a menu, click Save Target As,
select where you want the file to be saved and click Save.
Note: The rules are based on DBA and except as noted
below conform to their systems.
Measurement: All measurements in the rules are expressed in "ship lengths" (abreviated as SL). We use 1 cm
per SL but any figure will do so long as it is applied
consistently. Be warned even small variations can have
a major effect!
Unit types
There are four types of unit, all use a base 4 SL wide
by 4 SL deep.
| Rammers | 2 galley models in line ahead |
| Boarders | 3 galley models in line abreast |
| Boats | 4 or more smaller vessels in a gaggle |
| Leviathans | 1 extra large galley |
Movement
Distances for movement are as follows;
| Rammers | 10 SL |
| Boarders | 7.5 SL |
| Boats | 6.5 SL |
| Leviathans | 6.5 SL |
Combat
| Unit type | Boarders | Rammers | Boats | Leviathans |
| Combat factor | +3 | +3 | +2 | +4 |
| Result if beaten but not doubled | Destroyed by Rammers which moved into contact, otherwise recoil. | Destroyed by Boarders, Rammers and Boats. | Destroyed by Rammers which moved into contact, otherwise recoil. | Recoil |
| If doubled | Destroyed. | Destroyed. | Destroyed. | Destroyed. |
Rear support factors
| +1 | Rammers supported by a second rank of Rammers. |
| +1 | Boarders, Boats or Leviathans supported by a second rank of Boarders or Boats, but not when facing Rammers. |
Overlaps
Overlaps are disregarded in combats where a Rammer has just moved into contact. Flank and rear contacts count as normal.
Pursuit
Rammers which destroy their opponents in combat will pursue for two base depths.
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Space Fleet Rules
Rules for large scale space combat
To download a copy of these rules right click on <DOWNLOAD>
Your browser will display a menu, click Save Target As,
select where you want the file to be saved and click Save.
Ship Types
The table below gives the basic stats. for the normal ship classes. Ships may be customised by exchanging 2 shields for one speed or shot, and shots and speed may be traded one for one. Mines cost 1 shield or half a shot/speed per hex covered.
| Ship Class | Shields | Speed | Shots |
| Dreadnought | 15 | 1 | 8 |
| Battleship | 10 | 2 | 5 |
| Heavy Cruiser | 6 | 3 | 3 |
| Light Cruiser | 4 | 4 | 2 |
| Destroyer | 2 | 5 | 1 |
Movement
Ships may either be moved freely on a table surface, or on a hex grid. Speed is given as units, which may be hexes, or any scale to fit the models used. Slowest ships move first, either roll for initiative or alternate first move. The first player moves any DN, the second then moves any DN or BB, the first player then moves any BB or HC, and so on. After moving 1 forward a ship may turn 60 degrees before moving again, and may turn once for each 1 moved except for the last (DN only may turn after all move completed, as may ships not making a full move). Ships do not have to move their full move.
Firing
Smallest ships fire first, all fire from one class (e.g. destroyer) is simultaneous, but occurs before the next class up. The ranges given in the table are hexes.
Table gives score to hit on a d6
| Range | Short 0-4 | Medium 5-8 | Long 9-12 |
| Beam | 4,5,6 | 5,6 | 6 |
| Missile | 4,5,6 | - | - |
-1 for non destroyer firing at D at longg
-1 if other ship firing beam weapon withhin 1 hex of firer
-1 Missile at D or Lt Cr.
No vessel may fire in the rear 90 degree arc. Destroyers and Lt Cruisers cannot fire at long range. Missiles can replace any beam weapon and cause 1d6 hits. They should have limited ammunition, normally 2 shots.
Mines
Roll 1d6 when move into area of effect (usually a specific hex), 4,5,6 indicates 1d3 hits. Minelayers may lay one pattern (hex) per move. Mines may make any number of attacks, but a beam armed ship may sweep the field by stopping in the pattern for a move (it is still attacked).
Effect of hits
Each hit destroys one shield, shields may regenerate at one per move, but only if ship does not fire. When all shields gone, roll 1d6 per further hit, apply the following modifiers and then read result on table below:
-2 to die if Destroyer
-1 to die if Lt Cruiser
-1 to die if missile hit
+1 to die if Battleship/DN
| Score | Damage | Shields
| <2 | Ship destroyed | - |
| 3-4 | Major damage,½ speed, weapons destroyed | Shields cannot regenerate |
| 5 | Damage, ½ speed | Shields can still regenerate |
| 6 | Damage, weapons gone | - |
| 7 | Minor damage, no effect | - |
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Each damage counts as one point, major damage as three points. Ships can take 4 points before being destroyed. Damage may be repaired (i.e. regain engines/weapons) by rolling a 6 on a D6. Major damage is not repairable.
Crippled ships (shields down, no weapons able to fire) surrender on 5,6 if fired on.
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