johnny okane (order #7051525

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SURFACE BATTLE GROUP v3.0
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

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johnny okane (order #7051525)

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SURFACE BATTLE GROUP v3.0

This ship and aircraft counter sheet will support scenarios 1 through 5.
(Thumbnail and ship counter graphics by Christopher Jones)
12/22/2010

johnny okane (order #7051525)

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0 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10 10 10 10 10 10 11 11 11 11 11 11 11 11 11 11 11 11 12 12 12 12 12 12 12 12 12 12 12 12 RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA RA Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense Fired Defense 12/22/2010 johnny okane (order #7051525) 3 .SURFACE BATTLE GROUP v3.

RA = Radar Active. DC = Dummy Counters. both for listening and making noise. The three different colors of the numbers corresponds to the change in sonar spotting modifiers applicable to that speed. SA = Sonar Active. SPOT markers are placed next to vessels when they are spotted. LR = Launch & Recover aircraft or hovercraft.0 SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA SA LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR LR DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC DC V V V V V V V V V V V V V 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 FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense FIRED Offense The primary use of the numeric markers is to indicate movement rate.SURFACE BATTLE GROUP v3. The green arrow heads show the final direction of a vessel at the end of movement. 12/22/2010 johnny okane (order #7051525) 4 . FIRED markers are placed next to vessels that have used their OFFENSIVE fire capabilities.

SURFACE BATTLE GROUP v3.0 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 12/22/2010 johnny okane (order #7051525) 5 .

PLACE PRINTED SIDE DOWN SUBMARINE [[LOCATED]] SUBMARINE [[LOCATED]] SUBMARINE [[LOCATED]] SUBMARINE [[LOCATED]] SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE [[LOCATED]] SUBMARINE [[LOCATED]] SUBMARINE [[LOCATED]] SUBMARINE [[LOCATED]] SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED SUBMARINE UNLOCATED 12/22/2010 johnny okane (order #7051525) 6 .0 SUBMARINE HIDDEN MOVEMENT MARKERS .SURFACE BATTLE GROUP v3.

ton)/600 rounded to the nearest whole number. 1 to 1. For small pirate craft such as speedboats and fishing boats the DCC is always zero. round up for offensive ordnance and round down for defensive ordnance. ton)/550 rounded to the nearest whole number. The conversion is: For US & UK vessels Hull Points = (std. 4 to 1. Also note that the range tables for various things use both the apostrophe (‘) and the quotation mark (“). submarines and helicopters. The double hulled Typhoon. Damage done by a hit is based on the weight of the warhead for explosive warheads. For Russian vessels the calculation is the crew compliment/500 rounded to the nearest whole number with a minimum value of one. not the fully loaded tonnage. This means that the figure scale might be mistaken as 1 for 1 on aircraft. displ. (That means ¼ inch and ¾ inch round down) Damage Control Capacity: For US & UK vessels the conversion is crew compliment/400 rounded to the nearest whole number with a minimum of value of one. guns and bombs. For movement in inches per turn divide the rated speed in nm/hr by 4. subs and aircraft. For Torpedoes and ASW weapons 4 to 1.SURFACE BATTLE GROUP v3. The quotation mark (“) stands for inches. All aircraft. 3D6+6 means roll 3 six-sided dice and add 6 to the total. For missiles.122. Projectile weight and rate of fire is used for solid shells. Carriers and Helicopter Assault ships have their hull points reduced by 15%. Hull points are based on the standard displaced tonnage of the vessel. For ASW weapons used strictly against submerged targets the weight of the explosive warhead is used but the damage is upgraded one class due to the inherently bad situation of being a submerged submarine. hovercraft.a. damage control/special damage repair and radar/sonar location tables the notation of “(13+)” means that a net result of 13 or more means the attempted action was successful. Submarines tend to have 1 hull point when submerged and 4 hull points when surfaced.0 DESIGN CONVENTIONS: Surface scale: 1/24000 or 1 foot equals 4 nautical miles (1’= 4nm) Time Scale: One turn represents 5 minutes. Submarines may fire missiles when submerged unless stated otherwise. The damage class tables are on p. round to the nearest half inch. For Russian vessels Hull Points = (std. Rounding is used when generating the amount of armaments carried for ships. For the radar/sonar location tables roll 1D20 (a. 1 twenty-sided die). The apostrophe means a linear dimension of “feet”. displ. If you have 1/6000 scale ships metric units of centimeters can be used instead of inches without effecting play. strike aircraft and bombers 4 to 1. Akula and Ohio classes have 2 points submerged and 5 surfaced. 12/22/2010 johnny okane (order #7051525) 7 .k. Figure scale: For all surface vessels. For fixed wing fighters. including helicopters. Dice notation. and hovercraft figures have only one hit point. On tables for weapon accuracy.

if you use 1/1200 scale double the ranges and speed. If the requirement is “> 50%”.  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. Special Damage Table. moves and arcs of fire are measured from the point of the bow or nose. Accuracy 12/22/2010 johnny okane (order #7051525) 8 . 49. at least a pair each of D4. Damage Control. Damage.0 All ranges. Game Equipment Needed:  A set of these rules  Ship figures (1/2400 or smaller is good. if you have 1/6000 scale figures use centimeters.003% is more than 50%. This rule set includes some ship counters as starter fleets. Extinguish Fire.997% is < 50%.5m x 1. D8 and D12 are also needed. 12 inches long (30cm)  A deck of standard playing cards for use with the combat initiative rule. Collision/Ramming Bulk Defensive Fire. Collision/Ramming D12: Rudder Hit D20: Radar/Sonar Detection. Likewise. Morale. Die Table as a reference: D4: Collision/Ramming D6: Fractional Damage Table. Repair. 25 feet (10m) if you plan to play on the floor  Rulers. Drifting D8: Collision/Ramming D10: Initiative Offensive Fire/Strike Aircraft. Many of the rules refer to “more (or less) than XX% damage”. D10 and D20 are required. Calculate the percentage and DO NOT ROUND.SURFACE BATTLE GROUP v3. approximately 8 ft x 5 ft.5m)  One good tape measure of at least 12 feet (5m) in length. 50. ( 2.  Dice: a half-dozen each of D6.

Launch Aircraft / Stow recovered aircraft below deck 6. Leave last turn’s markers face up. B) Move in-flight missiles / immediately resolve hit damage as per normal combat C) Move detected air units / Conduct anti-aircraft fire / Recover Aircraft. B) Weapon directors capable of both “attack” & “defense” modes must have their mode selected at this time. reacquire stealth aircraft B) Locate Surface Craft (including surfaced subs) C) Locate Submarines (all submerged subs must be reacquired.0 SEQUENCE OF PLAY 1. Fire is NOT simultaneous in this phase. 5. Check for collisions and ramming attempts. Bridge A) Place new speed and status markers face down. Combat (Fire is not simultaneous in this phase) A) Each fire still burning does damage. Morale A) Rally & Morale Checks 12/22/2010 johnny okane (order #7051525) 9 . Surface & Subsurface A) Locate Aircraft & Off Board Missiles. torpedoes must reacquire targets) D) Remove last turn’s markers and reveal new markers 3. B) Initiative for Offensive Fire C) Initiative for strike A/C attacks when both sides have strike A/C D) Move previously fired torpedoes / resolve hit damage. Resolve Special Damage rolls as they are needed. Movement A) Surface Ships. recovered aircraft are now on the landing deck. 2. Depth Charge attacks are made. 4. E) Offensive fire for individual ships or groups of aircraft. not below deck D) Move Undetected Subs and Undetected Aircraft.SURFACE BATTLE GROUP v3. Damage Control A) Damage Control Checks B) Extinguish Fires 7. Search: Air. Located Subs & Hovercraft Move.

hovercraft or other subordinate vessels pick that marker too. Conceal all markers next to the ship figure. If you will be launching or recovering aircraft. At the end of the “Search” step they are revealed and take effect. submarine or hovercraft will be facing at the end of the turn. Pirate Speedboats 0–1 ANY Size Class 1 2 3 2 0 Quick Play Summary: Rule 1 Point the arrow in the direction the ship will be heading at the END of movement. GAMESMANSHIP AND OTHER USES DIRECTIONAL ARROWHEAD: EXACT SHIP HEADING AFTER MOVEMENT SA LR 12 DC s Speed changes are generalized based on the tonnage expressed as total hull points.  Decide whether search radar and search sonar are active or passive for the next turn. This is not applicable to aircraft. Aircraft do not pre-select their movement speed. Surface & Subsurface {NEW RULES} In order to be fired upon. If your radar and/or sonar will be active pick the matching marker. boat. 2”max. 12/22/2010 johnny okane (order #7051525) 10 . Dummy counters are available for gamesmanship.SURFACE BATTLE GROUP v3. Mark weapons directors for attack or defense as needed. RA RADAR ACTIVE: SHIP EMMITING RADAR SIGNALS SONAR ACTIVE: SHIP EMMITING SONAR SIGNALS LAUNCH OR RECOVER SUBORDINATE CRAFT: SHIP HANDLING AIRCRAFT OR HOVERCRAFT NUMERIC MARKERS: SHIP SPEED AND OTHER USES DUMMY COUNTERS. Use a numeric marker to set speed as if moving straight ahead. All nations: Freighters.  Decide what the speed of the ship. sub or hovercraft will be to the one-half of an inch. 11 – 35 10 – 30 3” max.0 RULE 1: THE BRIDGE At the start of each turn every ship must:  Leave any radar or sonar system status markers from the previous turn face up with the ship or aircraft they belong to.  Decide whether the weapons directors which are labeled “A or D” will be set for attack or defense. This applies to all vessels and aircraft. LSTs etc.  Decide whether or not the ship will launch or recover aircraft if so equipped. This is not necessary for aircraft. a ship. RULE 2: SEARCH: Air. Place markers for the Bridge step face up under a cover next to the corresponding ship. aircraft. 36+ 31+ 2” max. or missile must be located by the opposing force. Changing speed: Based on Hull Points US & UK/NATO Russian/Chinese Speed Change 1 – 10 1–9 4” max.  Decide which direction the ship.

5’ 3+ @ 5' 9+ @ 11’ LOCATION BY RADAR: SURFACE SEARCH by Ships: Radar Type & mode Chance(1d20) @ Range (or less) A-active A-passive B-active B-passive C-active C-passive D-active D-passive 7+ @ 27' 11+ @ 40. F-22 & F-35.75’ 7+ @ 1’ 11+ @ 2’ 3+ @ 17' 9+ @ 27’ 3+ @ 4' 9+ @ 6’ 3+ @ 1.5’ 11 3+ @ 30' 9+ @ 50’ 3+ @ 10' 9+ @ 16’ 3+ @ 6' 9+ @ 10’ 3+ @ 5' 9+ @ 7’ . 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. Information can be shared among friendly vessels.5’ 3+ @ 20' 9+ @ 50’ 3+ @ 10' 9+ @ 27. Missiles launched on the playing surface (i.SURFACE BATTLE GROUP v3. shooting it down breaks contact  If a surface vessel is the search platform.5’ 3+ @ 4” 9+ @ 6” AIR OR SURFACE SEARCH by A/C with Active or Passive Radar: A/C type Chance(1d20) @ Range (or less) AWAC/AEW Passive mode Recon/EW Passive mode Ftr/Strk/Bmbr Passive mode ASW Passive mode 12/22/2010 johnny okane (order #7051525) 7+ @ 50' 11+ @ 75’ 7+ @ 16' 11+ @ 24’ 7+ @ 10' 11+ @ 15’ 7+ @ 7' 11+ @ 10. but the vessel or aircraft doing the locating and sharing automatically goes to radar active status if not already active. not off-board) are automatically located. The exception is stealth aircraft: F-117. B-2. These must be acquired every turn. LOCATION BY RADAR: AIR SEARCH by ship: Radar Type & mode A-active A-passive B-active B-passive C-active C-passive Chance(1d20) @ Range (or less) 7+ @ 50' 11+ @ 75’ 7+ @ 27.5' 11+ @ 41’ 7+ @ 11' 11+ @ 16.0 Only one attempt at radar location and one attempt at sonar location of each target per turn is allowed.e. Once a ship or aircraft is spotted by radar it remains spotted until the radar contact is broken.5' 9+ @ 2. There is no “mercy rule” for locating targets. submerging breaks radar contact  If an aircraft is the search platform. Roll for which ever unit has the best chance to locate the target.5’ 7+ @ 6' 11+ @ 9’ 7+ @ 2. 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 target cannot be acquired that turn.5' 11+ @ 3.

SURFACE BATTLE GROUP v3. Failure to acquire a target means that any torpedoes launched cannot impact their intended target. (22. An unsuccessful roll means sonar contact is broken. Optionally. Any chips of the group not located remain on the board (they might be subs too).0 Remote targeting of offensive missiles by helicopters and AEW aircraft is possible. A sub firing torpedoes or launching missiles is not silent. One AEW aircraft can support the entire battle group. a submarine model is NOT placed on the playing surface when the submarine enters play. For homing torpedoes the torpedo must check. See Rule #3 Movement (optional submarine movement prior to reacquisition). Submarines must be reacquired each turn. Helicopters MUST be stationary to use their dipping sonar. -3 when attempting to locate stealth aircraft over water. all modifiers to the die roll) Location: -4 for being a radar passive target of a search. Torpedoes check as a type “A” sonar in the active mode. 12/22/2010 johnny okane (order #7051525) 12 . Jamming causes all radar within the boundaries of the cone to go active automatically. -3 for surface contacts within 1" of a landmass. Speed modifiers apply to both the searcher and the contact. -4 to accuracy for attacks by jammed radar. There are new OPTIONAL effects of failing to reacquire submarines. Their sonar is a type “A” sonar and may be either passive or active. -6 over land Combat: +1 to ECM for surface targets within 1" of a landmass. Each individual submarine is usually represented by three poker chips with one of them identified (again. Radar Modifiers: (Location & Combat. If the chip of the real sub is located the model is placed on the playing surface. Sonar Acquisition: Each turn submarines must be acquired and homing or guided torpedoes must reacquire their target. If a weapon is fired that is radar controlled its status automatically becomes “radar active” unless an aircraft such as an AEW or a properly equipped helicopter can fulfill the active radar requirement while the launching ship or aircraft remains passive. A sub surfacing or diving is not stationary and is not in the silent mode. When a poker chip is “located” it is removed from the playing surface.5 degrees of arc by 4' in length) +1 for EACH friendly radar in active status when searching for stealth aircraft. Each poker chip must be successfully located to determine the actual location of the sub. -2 when locating missiles launched off board -8 for active radar within an EW jam cone. Homing and guided torpedoes must reacquire their target. For wire guided torpedoes the controlling vessel must check. hidden) as the real submarine. One Helicopter can support 4 ships.

submerged sub +/. and a net 6+ to hear the Burke (8+ with +2). passive mode 16+ @ 9' 14+ @ 6' 10+ @ 3' Type “P” Sonar. The Toledo has a net 8+ to hear the Victor III. an 11+ to locate the Pegasus (7+ @ -4 land mass). The Burke has a net 9+ to locate the Slava (9+ for A-radar passive with no modifiers). The Pegasus has a net 7+ to locate the Slava. Plus if the target is at that speed. Plus if the target is at that speed.4 if moving faster than 7" per turn.5" per turn. passive (only) 12+ @ 9' 8+ @ 6' 4+ @ 3' Sample Location: The Slava and a Victor III are 5 feet from the Arleigh Burke.S.0 LOCATION BY SONAR: Sonar Modifiers: (to the die roll) +/. no modifiers apply. surface. The Pegasus is at 12” speed but within 1” of an intervening landmass with type “B” radar active. -4 if trying to locate a stationary. a net 12+ to hear the Victor III (8+ with a -4 for speed and silence). The Burke rolls for the radar location (9+) and the Toledo rolls for the sonar locations (8+ and 6+) of the Russians. a net 8+ to hear the Pegasus (8+ with +4 speed and -4 landmass). This is not cumulative with other speed related modifiers. The Victor III has a 11+ to hear the Toledo (8+ with -2 and -1). The Toledo has a net 6+ to hear the Slava (8+ with +2). Minus if the searcher is at that speed. -4 for intervening landmasses -2 for subs in “silent running” mode (speed of 3” or less but more than 0”. The Slava is at a 6” speed with type “B” radar active and type “A” sonar passive.2 if moving faster than 3. Minus if the searcher is at that speed. ships. 8+ and 6+) of the U. 12/22/2010 johnny okane (order #7051525) 13 . The Toledo is at “silent running” at 1” speed with type “P” sonar. a 19+ to hear the Toledo (14+ for “A” sonar at < 6’ and -2 for silent mode and -1 as a Los Angeles class and -2 for the Slava’s speed).) +/.SURFACE BATTLE GROUP v3.This means that the Slava rolls for radar location (12+ and 10+) and the Victor III rolls for sonar location (11+ . the Pegasus and Los Angeles class sub.Crew quality modifiers (accounts for dealing with convergence zones. or use active sonar the preceding turn. thermal strata and all those other variables too cumbersome to model here) Sonar Type & Mode Type “A” Sonar. This is not cumulative with other speed related modifiers. did not fire. active mode Chance (1d20) & Range (or less) 10+ @ 2' 9+ @ 1' 5+ @ 3" Type “A” Sonar. The Victor III is at a 3” speed and submerged with type “P” sonar. The Slava has a net 12+ to locate the Burke (7+ for B-radar active at < 6’ range and a -4 for radar passive and -1 for stealth technology). The Pegasus has no sonar and can’t hear the Victor III. no modifiers apply. the Toledo. The Burke is at 6” speed with radar passive and type “P” sonar.

Select your speed marker as if you were moving straight. Calculate the reduction as a loss to your set speed. Turns of 135 degrees or more cost 50% of the marked speed. Resolve damage from successful missile hits. Stealth aircraft must be reacquired each turn. Turns of more than 45 and less than 135 degrees cost 25% of the marked speed. See examples on the next page. Reveal status and order markers at the end of the phase. All surface vessels and surfaced submarines. Change speed markers only during the Bridge phase. If this is not the case. After movement all ships must end up facing EXACTLY the way their arrow was placed during the “Bridge” step. Depth charge attacks are made. Indicate aircraft to be recovered. the previous turn’s orders must be repeated. The vessel must end up pointing the same direction as the arrow placement in the Bridge phase. All undetected submarines and aircraft move. A ship’s speed and change of speed abilities are listed on the ship form for each class of ship. These aircraft are not yet below deck. 12/22/2010 johnny okane (order #7051525) 14 . and all hovercraft move. All detected air units move. All ships. submarines and hovercraft must move the full amount shown on the marker chosen during the Bridge phase. Resolve anti-missile fire. Submarines must be reacquired each turn.SURFACE BATTLE GROUP v3.0 Quick Play Summary: Rule 2 One attempt with radar and one attempt with sonar to detect each enemy target may be made by each side. See Appendix A: Using and Reading the Ship Form on page 29. All missiles which were airborne the previous turn move. 3. Only one change of course can be made per turn. The full amount can only be reduced by changing course. Resolve anti-aircraft fire. 4. 2. Roll using the ship or aircraft that has the best chance to succeed. Declare and resolve collisions and ramming attempts. all located submarines. submarine and hovercraft should have been given a directional marker and a speed marker in the bridge phase. Movement Sequence: All movement within one step of the sequence is simultaneous. RULE 3: MOVEMENT {NEW OPTIONAL RULE FOR SUB MOVEMENT & NEW RULE FOR DEPTH CHARGE ATTACKS} Every ship. The course change can be made at any point on the movement path. 1. The amount of reduction is given on the rosette diagram below. Friendly vessels and aircraft can use the location information if the spotting unit goes radar active. Turns of 45 degrees or less are free.

TORPEDO MOVEMENT: Torpedoes launched the previous turn that reacquire their targets move towards their target at the speed given in the weapon data table.0 Sample Movement: The requirement is that 8 points of movement be used and that the vessel makes one facing change 90 degrees to port from its starting orientation. ALL ARE LEGAL and may be chosen at the time of movement. this is the only time planes may move less than their minimum. Options 1 & 3 are the extremes of interpretation of the order. except for the F-22. Planes using supersonic movement use a standard speed of 1200nm/hr (25’/turn). (35’/turn) Note that planes and helicopters move to the ship for recovery. Option 2 is just one of many moves somewhere in the middle. AEW and ASW fixed wing 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. Supersonic speed is only used for off-board movement at a 2 for 1 distance penalty to simulate extra fuel use. Note that dual speed torpedoes use 12/22/2010 johnny okane (order #7051525) 15 .5’/turn).SURFACE BATTLE GROUP v3.5/turn). Fighters and Strike aircraft have a generalized speed 336nm/hr (7’/turn) minimum speed and 576nm/hr (12’/turn) top speed. AIR UNIT MOVEMENT: ASW Helicopters have a maximum speed of 120nm/hr (2. HARM & ARM missiles use a speed of 1680nm/hr. BUT AT SPEEDS BELOW 7’ the fuel range used is equal to 12’ MINUS the actual movement. Normal missiles use a speed of 600nm/hr (12.

SPECIAL MOVEMENT: Special movement circumstances such as: collisions. halve the result and round down. If the RoF of the depth charge system is 1 then only one of the stages may contain an attack. 12/22/2010 johnny okane (order #7051525) 16 . loss of Engine Strength points. If you did not roll for the sea state at the start of play. Drifting: When a ship becomes adrift. divide the adjusted speed by 4. OPTIONAL: If a sub manages to break contact the sub commander has the following option (if all players agree to it). Using the speed and course information from the markers is done in the following manner. Remove the model and replace it with up to 3 decoy markers at the last known location of the sub (again with one secretly identified as the real sub). Both vessels move one fourth their full move for the first stage. randomly roll for the direction of the wind and the sea state. not just the individual stages. In order for a depth charge attack to occur the bows of the ship and the sub must be within 1 inch of each other at the end of any one of the stages (or 1 cm if using that scale). If the sub is not sunk the next stage of movement takes place. On subsequent turns the group must obey the movement orders of the real sub. The chips may fan out at the marked speed WITHOUT ANY PENALTY FOR CHANGING COURSE. DEPTH CHARGE ATTACKS: This special attack occurs during the movement phase. these items do not change for the scenario. Roll 2d6-2 to determine the sea state. HIDDEN MOVEMENT FOR SUBMARINES: Each group of three decoy markers obeys the movement orders of the real sub. The submarine(s) must be located to be attacked. The sea state is on a scale from 0 to 10. After adjusting the speed for any turns. Next. IF THE DISTANCE IS LESS THAN 1 INCH THE ATTACK ROLL IS MADE THEN. Any turns indicated may be executed during any one stage. but only one turn is allowed per vessel per attack attempt.0 their slow speed if they fail to acquire the target. Once rolled.SURFACE BATTLE GROUP v3. On the third consecutive turn and every turn thereafter the vessel drifts. ramming. DO NOT USE THE DIRECTIONAL ARROWHEAD. On the second consecutive turn without the screws turning the speed becomes zero. measure the distance between the bows. Movement of the chips for that turn is governed only by the indicated speed. Loss of all Engine Strength Points or going to “all stop”: These conditions reduce the speed from the previous turn by half on the first turn. “all stop” and being adrift all have additional rules. Non-homing weapons run their set course and speed. Note that the depth charge launcher rate of fire may NOT be exceeded for the entire turn. The movement for the involved vessels will be broken up into 4 stages.

The ship no longer has any other weapons usable in the battle (e. Vessels that wish to ram each other. Each vessel moves half of it’s movement points. If only one ship wishes to ram or if there is a chance of an accidental collision then the following procedure is used. rudder. both vessels roll 1D6. doubles are rolled) contact is made and damage occurs. only ASW weapons in a pure surface battle) 4. Ramming is a voluntary impact by at least one of the vessels. Ships that are drifting cannot ram under these rules. 2. 2. Resolving Collisions and Ramming: Ships are possibly occupying the same space at the same time. Ramming may only be attempted under the following circumstances: 1.e. If the die rolls match (i.g. and qualify by the rules above. no hydrofoil movement. 12/22/2010 johnny okane (order #7051525) 17 . If those conditions are not both met. or radar in effect. do so automatically. or is on fire. If either ship is damaged each vessel rolls 1D8. The ramming ship is at more than 80% damaged 3.3 4. One of the vessels is under the effects of “Special Damage” to the bridge. If one vessel has special damage to the bridge.0 SEA STATE Die Roll (2D6-2) 0. The ship is NOT under any morale failure effects. rudder or has lost all engines points. all gunnery is -1 to hit 8 2/3D6 As above but gunnery is now -2 to hit 9 1D6 NO COMBAT 10 1D6+2 NO COMBAT Roll for the distance drifted each turn.2. both vessels roll 1D4. Both of the vessels are operating without radar for any reason at night or in a heavy fog or other near zero visibility conditions. Collisions and Ramming: Collisions are accidental and can only occur in two situations: 1. The ship is NOT the Task Force Command as Task Force Command is defined later in these rules. If both vessels have special damage as noted above. If both vessels are undamaged each vessel rolls 1D10.6 7 DRIFT Dice to be rolled for drift 1/6D6 1/3D6 1/2D6 RESTRICTIONS PHM & PTM can’t fire. both vessels move the remaining halves of their movement and repeat the path and distance checks again for contact.5. 5.SURFACE BATTLE GROUP v3.1. roll dice as per below. If the vessels’ paths cross and the points of the bows are within 1” of each other. Drifting ships collide. The ship is capable of motion under its own power. Ships will move according to the vectors selected by their captain or by nature if drifting.

carriers and combat vessels hit while launching / recovering aircraft. A single weapon director gets to fire on targets up to the limit of the rate of fire of the weapon mount per turn.SURFACE BATTLE GROUP v3. all defensive missile fire must be resolved. then you hit. If a mount or group of mounts has an excess of directors that must choose their status some may be selected for attack and others for defense. Attacks are NOT simultaneous. Defensive fire is always opportunity fire. The owning player of the air unit must move his units on the board. Unguided rockets (e. you cannot hit. If you only need a “1” to hit after the modifiers. The final choice of what the mount does is then left till the last moment. The mount may never exceed its listed ROF in a turn no matter how many directors are linked to it. Firing at a dead in the water/drifting vessel is at +1 to the die roll. 12/22/2010 johnny okane (order #7051525) 18 . See the section on the “Ship Form” in the appendix for details on how to use it. This determines exposure to anti-aircraft fire. as does weapon director status. Note that ships with weapons control radar that goes active for defensive fire MUST change their radar status marker to “Radar Active” (RA) immediately. aircraft and shore defenses make their attacks. Nixie masking systems: If the torpedo attack roll misses by more than the masking system modifier the masking system is not harmed. If the target moves in and out of range the fire is conducted anyway. The order of attacks is based on the initiative for all units and the color of the card drawn. Rate of fire limits apply. Missiles and torpedoes launched in previous turns may attack if they reach their targets. Special damage occurs due to a large amount of damage from a single attack. DP guns and CIWS) before the d20 is rolled. The graphics on the next page call out the various fields of fire for guns. This is very important for aircraft and missiles launched off board. Note possible collisions and attempts to ram.g. Any weapons directors left undesignated default to DEFENSIVE mode. If you need to roll a “21” to hit after you total the modifiers. Defensive fire is pre-committed by the group (missiles. hedgehogs) have fields of fire corresponding to their mounting position on the ship’s structure. Weapon Director Systems labeled “A or D” must choose during the “Bridge” step. All movement is simultaneous within the steps of the sequence. See FIRE rules for oilers. RULE 4: COMBAT {Rule Change & New Rule} Vessels. Resolve such attacks immediately. First. Guided missile launchers are treated as omni-directional. Over-committed systems count as using their ammo. If the roll misses by LESS than the masking system modifier the making system is destroyed and all torpedo countermeasures are lost for that vessel.0 Quick Play Summary: Rule 3 Move units as per the movement sequence on page 9. Anti-submarine weapons (ASW): If a non-nuclear weapon is labeled ASW it may only be used against submarines.

modifiers with the high die roll winning initiative. neither side has initiative. Each side will be assigned a color from the card deck.SURFACE BATTLE GROUP v3.0 Note that because of the relative position of the bow tips the red ship may fire guns designated as Fore (F). Bow (B) or Starboard (S). For each side. The winner of initiative is allowed one refusal on having an enemy ship fire its weapons. ALL LOCATIONS AND RANGES ARE TAKEN FROM THE BOW POINT! INITIATIVE FOR OFFENSIVE FIRE: Each overall commander rolls 1d10 +/. REMEMBER. The entire force of ASW aircraft on a side are treated as if they were one ship. mounts at the blue ship. each vessel gets a card. Missile launchers have no restrictions for ship position. neither side gets to refuse an enemy card. Then. The number of cards per side is determined as follows. If after modifiers are applied to the rolls and the result is a tie. The entire group of strike aircraft gets one card just like the ASW 12/22/2010 johnny okane (order #7051525) 19 .

the “red” side may order another card turned over and the initiative is used up for the turn. Strike A/C Initiative modifiers: {Note: Ties are not allowed for this} + the number of “good” aircrews .SURFACE BATTLE GROUP v3. or ALL of it’s ASW aircraft assets.0 group. then the loser gets his chance to do his air strike. 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 is required to see who shoots first. If the side that LOST air strike initiative runs out of cards in the deck the winner must make his air strike immediately. Sometimes a commander may not wish to fire anything. Players will decide which ship or the helicopters/ASW craft or the strike planes will attack. 12/22/2010 johnny okane (order #7051525) 20 . Don’t forget to add an extra card to each side’s deck to cover the right of refusal. or ALL of it’s strike a/c assets to attack. He must still designate one ship or air asset as “fired” to use up the card from the initiative deck.the number of “poor” aircrews + the numerical advantage in strike aircraft to the more numerous side. One ship may fire offensively on each turn of a card. Add cards for air assets or new ships as needed. OFFENSIVE & DEFENSIVE FIRE: After initiatives have been determined remove all excess cards created due to losses last turn. When a card is turned over the side corresponding to that card turned over selects one ship. High net result has the choice of attacking with strike aircraft first or last. Once a ship or the ASW assets or the air strike takes its OFFENSIVE shots it is done taking offensive shots for the turn. Once a particular ship or asset is used it may not take offensive action again this turn. The LOSER of the strike aircraft initiative may not attack until the winner has attacked. one card allows all helicopters/ASW craft to attack and one card allows all strike aircraft to attack. NOTE: Helicopters and ASW attack with the card they are allotted with the regular initiative. Each side rolls 1D10 with modifiers from the chart below. One playing card will be turned over for each ship. Shuffle the deck well. Turn over one card. If the “red” side has won the initiative and a “black” card was turned up.

each dual purpose gun and each CIWS that can bear on the incoming missiles. 4. Good crews subtract one for offensive fire and add one for defensive fire. You must declare ALL fire from one vessel at one target at the same time. The process for defensive fire was resolved one range group at a time. 5. Poor crews add one to the die roll for offensive fire and subtract one for defensive fire. 1. Mark the ship as having fired. If other vessels are firing defensively in support of the original target resolve those defensive fires separately using this same system. Average crews get no modifiers. Count up the TOTAL number of offensive missiles being fired at the target. the number of dual purpose guns that will be firing and the number of CIWS mounts firing FROM THE TARGET SHIP FIRST. DP guns and CIWS mounts as fired on the ship form.0 OPTIONAL COMBAT RESOLUTION: Speedier Defensive Fire System Speed of play is a critical factor in player enjoyment of the game. Roll 2D6. 6. A result of zero or less means no missiles got through. adjust the roll for crew quality as given on the table and cross find the net result on the BULK DEFENSIVE FIRE TABLE below to determine the percentage of misses by the defensive fire. This means the range of modification is from -2 to +2. the new process is given below.SURFACE BATTLE GROUP v3. Mark off defensive missiles. Always round down the number of misses. While it definitely plays faster. A positive number means that that many missiles got through. roll defensive DP and CIWS guns individually. IF NO DEFENSIVE MISSILES ARE FIRED DO NOT USE THIS SYSTEM. defensive missiles. The previous rule had the ship that is performing OFFENSIVE fire with missiles declare the number of missiles and the intended target. Now resolve the supporting defensive fire against the REMAINING missiles ONE SHIP at a time. 2. Count up the DEFENSIVE MISSILES FIRED. Subtract the number of misses from the total defensive shots to determine the net effective fire. it requires discipline from the Game Master AND players. 3. Mark off ordnance used on the ship form. then dual purpose guns and lastly Close In Weapon Systems (CIWS) as shown above. 12/22/2010 johnny okane (order #7051525) 21 . Subtract the net effective fire number from the number of offensive missiles. often this took too long. Instead of rolling for each defensive missile. STEPS 1 & 2 ARE WHERE THE DISCIPLINE IS REQUIRED. Compare the crew quality ratings of the crews.

SAMPLE COMBAT: The Arleigh Burke will fire 5 Tomahawk and 2 Standard missiles and her 5” gun at the Slava 2 feet away.25’ ( 11+ ) 1/3D6 ( 19+ ) v.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/c D (PM) CIWS 3 bursts  (SM) CIWS 3 bursts  12/22/2010 johnny okane (order #7051525) 22 . msl. When only one defensive weapon is fired and no other weapons are firing use the accuracy number for the weapon listed on the ship form. 1 DP gun and 2 CIWS bursts.SURFACE BATTLE GROUP v3. Mount(s) (7) (9) A or D (F&A) Mk41 VLS (rof:7) A or D (F&A) Mk41 VLS (rof:7) Load Rng ( Acc ) Dmg 9 T’hawk. it is in parentheses between the range and damage. a poor crew. Mount(s) (8) (17) A or D (F&A)SAN-6 (rof:4) Load Rng ( Acc ) Dmg 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. The Burke has a good crew. & str. I devised this system for speed of play considerations. The Slava has an average crew. (From the Slava’s ship form) Wpn. Dir. along with the Kynda. and 1 SAN-1. ASW A/C The Slava can respond with 2 SAN-4’s.   4 Std   1 ASROC/Mk 50 torp 62’ ( 7+ ) 2D6+2 [ 0 ] 15’ ( 7+ ) 1/6D6 [ -2 ] 5’ +2 turns @ 13” ( 7+ ) 1/3D6 [ n/a ] 5 T’hawk  2 Std  1 ASROC/Mk 50 torp A or D __________________________________________________________________________________________________ A or D (F) 5” single (rof:1) plenty 2. BUT THERE IS A SPECIAL CASE. Supporting the Slava are the Moskva with a good crew and 2 SAN-3A’s. (From the Arleigh Burke’s ship form) Wpn. Dir. accuracy of an individual missile is replaced by the amount of ordnance expended as the controlling factor.0 BULK DEFENSIVE FIRE AGAINST MISSILES TABLE: Die Roll (2D6) 2 3-4 5-6 7 8-9 10-11 12 Number of Defensive Misses (round down) 0% 10% 25% 50% 75% 90% 100% The obvious question is: “What about all the variations in accuracy of the missiles? With this fire resolution system. a total of seven missiles and 1 gun. A/C ( 13+ ) v.

She is now just over 26% damaged. resulting in 2 misses by the defensive fire of the Slava. The Tomahawk’s base accuracy is a 7+ on a D20 or 70%. Because the Burke and Moskva are both good crews the modifier is zero (1-1=0). and a damage potential of 1/3D6. One D6 is rolled and gets a 3. Again 2D6 are rolled against the 2 defensive shots of the Moskva. The hull points lost are noted on the ship form at 2D10 are rolled for the special damage. Now the 5” gun fires with a range of 2. Next the Standard missile resolved. The above example will be carried forward for use in the damage control and morale phases. The Moskva now resolves her defensive fire. A roll is made for the missile with a result of 15. The standard has an accuracy of a 7+ on a D20 or 70%.SURFACE BATTLE GROUP v3. The roll is a 6 and adding 1 gives a net result of 50%. The ECM value is still -6 on the roll and the Burke’s crew is good so 12+ is still needed to hit. The Slava has taken 6 of her 23 hull points. the Moskva and the Kynda may not use those same weapon mounts again this turn. The 2D10 roll comes up as 9. THE BULK DEFENSIVE FIRE TABLE IS NOT USED IN THIS CASE BECAUSE THERE IS ONLY ONE DEFENSIVE MISSILE. The Burke’s crew is good which gives a +1 modifier. A D20 is rolled with a result of 18 and the SAN-1 takes down a missile. There are now 5 incoming missiles left. The mounts can be repaired on a roll of (15+) for each mount at the end of the turn. The Slava is just under 35% damaged. The D6 is rolled for a “6” and cross indexed to the fractional die roll table resulting in an additional 2 hull points lost for a total of 8.5’ and an accuracy of (10+) because of the good crew. The base accuracy of a SAN-1 is 15+. The Kynda has a poor crew so the accuracy becomes 16+. two weapon mounts are put out of action on the Slava. The Arleigh Burke. The net “to hit” roll for the Tomahawks is now 12+ on a D20. The mounts are randomly picked from the ship form. There are now 3 incoming missiles left. A 20 is rolled and the missile hits. That is cross indexed on the fractional dice table on the 1/6D6 line giving 1 hull point of damage to the Slava. Two six sided dice are rolled and 1 is added to the roll due to the good crew of the Burke.the net result is 5 points of hull damage and one “special damage”. The damage rating of the Tomahawk is 2D6+2. The lone Tomahawk has hit its mark. The types of the surviving 2 missiles are determined randomly. The ECM value of the Slava is a -6 modifier on the roll. 12/22/2010 johnny okane (order #7051525) 23 . A 2 is rolled and both shots from the Moskva hit their targets. A 10 is rolled and the salvo hits the target. the Slava. The dice are rolled with a result of 3. Next the fire from the Kynda is resolved.0 D (PA) CIWS (SA) CIWS 3 bursts 3 bursts   First the fire by the Slava is resolved. adding 2. When the random selection is complete there are 1 Tomahawk and 1 Standard still inbound towards the Slava.

SURFACE BATTLE GROUP v3. The Andromeda had already chosen maximum speed of 7. The die is rolled and the result is a “6” so the first DC attack fails.0 SAMPLE COMBAT: Torpedo Fire A Victor III class SSN has been detected at a range of 15” from a Knox class frigate. The dice are rolled with a net result of 7. The roll needed is a 9+ with a +2 modifier for the Knox’s speed. The ASROC deposits a Mk50 torpedo 6” from the Victor. a die roll modifier of -1). Missiles with speeds from Mach 1 to Mach 2 will reduce the DP gun’s chance to hit by 1 (i.5”. practice time matters. see Rule 3.01 Defensive fire for dual purpose guns Missiles will be classed according to their speed (see charts in appendix B). At the end of the third stage the range is 1” and the Andromeda fires one volley of depth charges of the two she’s allowed per turn. SAMPLE COMBAT: Depth Charge Attack DURING THE MOVEMENT PHASE is when depth charge attacks occur. Missiles with a speed of greater than Mach 2 will get a die roll modifier of -2 when being shot at by DP 12/22/2010 johnny okane (order #7051525) 24 . The die is rolled with the result of 18 and the Knox is hit for 3D6+2 damage. The Type 65 is wake homing an proceeds normally. The speed of the Mk50 is 13” and reaches the Victor this turn. and has enough speed to reach it. The Knox is sunk. Subsonic missiles will get a modifier of zero.5”. The HMS Andromeda has located the Argentine submarine Santa Fe dead ahead on the same course 4 inches ahead of her. which when combined with the MK50’s accuracy of 7+ means that an 11+ on 1D20 is needed to hit the Victor. The Type 65 is a homing torpedo so it must reacquire the Knox. The die is rolled with a result of 12. no shot. The ET80A cannot alter course so it misses. EACH damage point from ARM & HARM missiles has a 13+ chance of destroying ONE Radar 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. The torpedoes move in the next combat phase. A 13 is rolled and the torpedo follows the Knox. the crew may still fire the weapon unless the ship form states otherwise. RULE 4. The Santa Fe has also chosen maximum submerged speed of 3. no DC shot is possible. The Mk50 does 1/3D6 of damage.e. if it ever had one. The roll is a “20” and the Santa Fe is hit for 2 points and is sunk. Another die is rolled with a result of 5 which means that the Victor takes 2 points of damage. Both crews are average quality. The Type 65 moves its allowance of 12” and the ET-80A moves 10”. If a gun normally aimed by a weapon controller loses its controller. Guns that are always locally controlled have different and usually better chances to hit their target. The Type 65 has an accuracy of 9+ and the Knox has a TCM modifier of -6 which means that a roll of 15+ is needed to hit the target. The Knox fires an ASROC from its launcher. The Victor has a TCM modifier of -4. ASW aircraft. After the second stage the range is 2”. At this point the wire guided ET-80A becomes a non-homing torpedo. The Victor fires 1 Type 65 torpedo and 1 ET-80A torpedo. The accuracy for guns reverting to local control in this case is (16+) against vessels. Since the Victor has only 1 hull point when submerged it is sunk. missiles and strike aircraft and (17+) vs. meaning that the Victor is hit. The Knox does a 90 degree turn to port at a cost of 25% of its movement. The first stage movement is completed and the range has shrunk from 4” to 3”. In the fourth stage the range is 0” and another volley is fired. (19+) vs. In the movement phase of the next turn the Knox has a set speed of 6”.

Hovercraft or small surface craft like speedboats can be moving no faster than ½ inch per turn to be recovered. has initiative and may force the opponent to skip a card once.” This column is for modifying the roll to hit the missile with DP gun fire. That is to say that the mount must have an arc of fire that that bears on the target. Also roll initiative for strike aircraft IF both sides can get them on the board. The high total. Make sure weapons directors are allocated to either attack or defense where the option exists. RULE 5: LAUNCH SUBORDINATE CRAFT / STOW RECOVERED CRAFT Aircraft. Quick Play Summary: Rule 4 Vessels on fire take damage at the start of the turn.0 guns. Defensive fire is opportunity fire. count the mount and apply any hits to those missiles by DP gun mounts first. after modifications. Do NOT count such mounts in the total of defensive fire shots in the bulk fire system. helicopters and hovercraft may not Launch from. carriers and combat vessels hit while launching or recovering subordinate craft. This is the “Midway” effect. See FIRE rules under Rule 6 for oilers. Another factor involved in defensive fire is the rate of traversal of the mount in order to “lead” the target. as given above. all other normal requirements for firing. Surface to Air and Air to Surface missile tables now have an additional column labeled “DP gun mod. If a DP gun can hit some missiles but not others. The recovered subordinate craft figures are now removed from the board. Aircraft or hovercraft recovered this turn now count as being stowed below deck. a vessel with more than 25% damage. or in the hangar. Appendix B: The Surface to Surface. hovercraft and the like being launched this turn are now placed on the playing surface adjacent to the vessel launching them.SURFACE BATTLE GROUP v3. Resolve special damage as needed. SEE FIRE RULES FOR VESSELS HIT WHILE LAUNCHING / RECOVERING AIRCRAFT. has ammo for the mount and has not used it’s ROF for the turn. Resolve special damage from fires immediately. Roll (11+) to destroy the subordinate craft and start a fire on the vessel. Attacks and damage are NOT simultaneous. NOTE: Crew quality and dual purpose gun fire modifiers may preclude those particular mounts from hitting a missile. Adjust the number of cards in the initiative deck to reflect changes in the number of vessels and air assets. This reflects the rate of traverse needed for a mount that is almost but not quite seeing the missile as a “head on” target. One ship or air asset group makes attacks per card. Like the target ship. Vessels that are NOT the target of attack may only fire DP guns in support IF they are within three inches (3”) of the target ship. Running torpedoes move and resolve attacks. Planes. Commanders each roll a D10. They do NOT move this turn. Count ammunition usage on the ship form. or Recover to. The vessel that is the target of the attack may fire as long as she has met all the criteria for being able to fire. must be met. 12/22/2010 johnny okane (order #7051525) 25 . has an operating weapons director set for defensive fire.

Note that the loss of life “Special Damage” reduces the DCC. Carriers have a (17+) chance per turn to put a fire out. FIRES: Fire does an extra 1D6+1 damage per subsequent turn.0 Quick Play Summary: Rule 5 Vessels with more than 25% damage may not launch or recover subordinate craft. has a L/R marker up prior to step 5 of the sequence of play) that are hit have a (11+) chance of burning 12/22/2010 johnny okane (order #7051525) 26 . Oilers have a (20+) chance of putting out the fire the first turn. Special damage that can be repaired has a repair roll on a D20 shown next to it on the Special Damage Table. oiler fires cannot be put out. Subordinate craft figures launched are added to the playing surface at this time. If a vessel’s hull points go below zero the vessel sinks. Vessels with aircraft on deck or launching craft from the hold when being shot at are extra vulnerable to having fires breakout.e. The chances of extinguishing fires are given in the section on Fires. Recovered subordinate craft are removed and stowed at this time. Repair of any special damage may be attempted once per turn. OILERS have a (7+) chance of a fire when hit without respect to special damage. After that. Fires do special damage for 4 or more points of damage from a single fire. The base chances of repairing Special Damage are given on the Special Damage Table. DAMAGE CONTROL: Each vessel has set Damage Control Capacity (DCC) based on the size of the crew compliment. Once the DCC is exhausted for the turn the die roll modifier is lowered by 1 for every additional attempt in that turn. Note that fires are handled separately from damage. Hull damage points may not be repaired in the course of battle. Crew quality modifier applies to the D20 rolls for extinguishing the fire. a special roll is made to “heave to” and stem the influx of water and keep the ship afloat. AIRCRAFT CARRIERS with clear decks that take 3 or more points of missile or gunnery damage in a turn have a (16+) chance of catching fire SEPARATE from special damage. If a vessel’s hull points reach zero exactly. If the roll is successful the ship remains afloat. The chances of a success are modified by crew quality and the use to exhaustion of the vessels Damage Control Capacity (DCC). Crew quality modifiers are applicable. ALL COMBAT VESSELS with planes or helicopters on deck (i. Rule 6: DAMAGE CONTROL {New Rule} Vessels roll to repair Special Damage and extinguish fires. This means certain pirate vessels might begin with a “-1” modifier to the repair rolls. Damage repair rolls are NOT the same as the “heave to roll” to save a ship at zero hull points. Subordinate craft launched in the turn do not move. The number shown for DCC on the ship form is the number of times in one turn that the base crew quality modifier is used to repair Special Damage. No more than 1 DCC point may be used on a repair roll.SURFACE BATTLE GROUP v3. Subs at zero must surface. The vessel gets one roll of a D20 as a pseudo-morale check with only the modifier for 100% damage. Each ship has a basic per turn value to make repairs.

damage control. Init. Vessels other than oilers or carriers that catch fire due to the special damage table have a (14+) base chance to put out the fire per turn. (13+) (11+) (15+)ea. Crew quality modifiers are applicable. N/R (11+) (17+) (17+)ea. Crew quality modifiers are applicable. repeat last orders 2 turns Loss of life. +1 +1 +1 0 0 0 -1 -1 -1 Sample Damage Control: From the previous example with the Slava we have the following situation. Her DCC is 2. Wpn dir’s. Mod. TORPEDO. Mod. Lose 2 DCC Lose elec. random course (d12) each turn Rudder hit. Dmg.0 separate from special damage. MAGAZINE HIT OR COLLISION/RAMMING. the ship takes 60% of the value of its original undamaged hull points in 12/22/2010 johnny okane (order #7051525) 27 . no change in course Lose 2 Engine strength Lose 1 Engine strength Lose elec. SPECIAL DAMAGE: SHIPS TAKE SPECIAL DAMAGE FOR EVERY 3 POINTS OF DAMAGE FROM A SINGLE MISSILE. CREW QUALITY: The table below lists the crew base morale roll along with the modifiers for shooting accuracy. A D20 is rolled twice with results of 17 and 6.SURFACE BATTLE GROUP v3.. BOMB. Search radar/sonar out (50/50) Lose 2 Weapon mounts Lose 1 Weapon mount Bridge hit. MULTIPLE FIRES AND MAGAZINE HITS ARE POSSIBLE. out. ASW out Lose 1 Weapon director Lose 2 Weapon directors No Effect Repair (d20) N/R N/R (15+) (15+) (13+)ea. Special Damage Table Die Roll (2d10) 23 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20+ Result Roll twice ignoring repeats of this one Magazine/fuel hit. WEAPONS MOUNT. She elects to use both of her DCC to repair the mounts. (15+) N/R N/R see fire rules (15+) (15+)ea. FIRE DAMAGE (#13) CAUSES SPECIAL DAMAGE FOR EVERY 4 POINTS OF FIRE DAMAGE FROM A SINGLE FIRE FOR THE CURRENT TURN. *Magazine hit: If the roll is a 6. CREW QUALITY TABLE Rating Morale Accuracy GOOD 5+ +1 AVERAGE 7+ 0 POOR 9+ -1 Damage Control Spl. Lose 1 DCC Ship on fire Lose 1 T/ECM point.. The first mount will be operational next turn. Burning vessels may not launch or recover aircraft. The Slava has lost two weapons mounts. See note below Rudder hit. 50/50 T or E Lose 2 T/ECM points. The repair chance is (15+) with no modifiers. Her crew is average and has a damage control modifier of zero. 50/50 T or E Loss of life. special damage table rolls and initiative rolls. +1D6x10% damage* For nuclear powered ships roll a 50/50 chance for reactor damage.

ASW aircraft.80% 81.<100% 100% Fire T/ECM out No wpns TF cmd Drifting Modifier 0 -2 -4 -5 -4 for first fire. no offensive fire. If the fresh damage changes the modifiers. missiles and strike aircraft and (17+) vs. Morale checks are required every time the vessel receives fresh damage after the 50% mark has been reached. the changes to the modifiers take effect immediately. Only those Special Damage results with a repair chance listed on the Special Damage Table and Fires can possibly be corrected.60% 61. 12/22/2010 johnny okane (order #7051525) 28 . This is not repairable (N/R). -1. or the first turn it is adrift. Once the DCC points have been used up for the turn all further attempts receive a cumulative negative modifier (i. Losing half the engines reduces speed ratings by half. The accuracy for guns reverting to local control in this case is (16+) against vessels. practice time matters. The saving throw is the crew’s base morale value modified only by the 100% damage modifier. or receives fire and has no appropriate weapons to fight back. the crew abandons ship.g. The vessel rallies if a previous failure occurred. Guns normally locally controlled have different and often better chances to hit. If a vessel loses exactly 100% of her hull points a one time saving throw is allowed. Quick Play Summary for Rule 6: Hull damage may not be repaired. if it ever had one. then -2. RULE 7: MORALE & RALLY CHECKS {NEW RULES} A morale check is required when a vessel has lost 50% of its hull points. Round down to the nearest half inch for speed.e. or is on fire. extra –2 for each additional fire -1 (each) -3 (ASW isn’t for a surface battle and vice versa) +2 (+3 for flag status. If the original number was 22 points the result would be 14 more points of damage (always round up for this effect) plus 4 more special damage rolls. Only one Morale/Rally check per vessel per turn is allowed. If reactor is damaged the vessel is dead in the water with no propulsion or electrical power. Morale Modifiers Damage 50. (e. (See “all stop” rules under Movement)  13+ causes the ship to withdraw from battle. no offensive fire. If the ship cannot move. then -3 and so on). No more than 1 DCC point may be used on a repair roll.  7-12 ship goes dead in the water. class 3 hull required) -2 Failing by:  1-6 ship ceases offensive fire and maintains course and speed. 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. Collision & ramming damage: Roll the number of 6 sided dice equal to the size class of the vessel for the damage done to the other vessel. The vessel is out of the game. ASW for a surface battle or pirates versus an unarmed freighter). If a gun normally aimed by a weapon controller loses its controller the crew may still fire the weapon unless the ship form states otherwise. Loss of Engine Strength of T/ECM points reduces the abilities of those systems proportionately to the loss.SURFACE BATTLE GROUP v3. If the d20 roll is greater than or equal to the adjusted morale value the vessel passes its morale check. This saving throw is NOT a morale check due to lack of other modifiers.0 damage. Rally checks are the same as morale checks and count as the morale check for that turn. (19+) vs.

(See “all 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. Do not round off percentage of damage calculations. so the base morale is 7+ on a D20. The modifier for 66% damage is a -2 so the net roll must be a 9+ to pass the test. If a ship is currently under the effects of a morale failure. check morale whenever there is fresh damage or a new fire. At this time. Her crew is average. The Slava fails by 7 and goes dead in the water with no offensive fire. If the Slava had taken 66% of her hull points in damage then she would roll a die against her modified crew morale rating.SURFACE BATTLE GROUP v3. make a morale check to see if it rallies to an improved morale state. no morale check is needed.0 Sample Morale Check: The Slava has taken just under 35% of her possible hull damage. If a ship is already over 50% damage. Only one morale check per vessel per turn is permitted. The die is cast and the result is a 2. If the Slava had taken 50% or more of her possible hull points then a morale check would be required. 12/22/2010 johnny okane (order #7051525) 29 .

average and poor. out side the parentheses and before the slash. B and C. Functional Effects: In the center above are the game effects of certain systems as well as the Damage Control Capacity (DCC).: 1 TCM Str.SURFACE BATTLE GROUP v3. msl.: 2 ECM Str. ASW A/C 15’ ( 7+ ) 1/6D6 [ -2 ] 9 Standard   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. Dir. The number before the slash is the maximum movement speed.SH . & str. Class B has less range than class A. Field of Fire} (F) Mk13 (rof:1) Load Rng ( Acc ) Dmg [DP gun mod] plenty 1’ ( 12+ ) 1/3D6 ( 19+ ) v. The crew has three possible ratings: good. The number after the slash is the maximum change of speed possible in one turn. These are described further under “Crew Quality”. It may be used in a passive mode but it is not very effective. Spd.: 2 DCC: 1 Max. Submarines will have their number of hull points when submerged in parentheses and their surfaced value after it. Hull points may NOT be repaired. Submarines will have their maximum speed when submerged in parentheses and their maximum surface speed after it.: -3 TCM mod. The crew can be considered a system since they have to work together and interface with the ship systems to make them perform. Electronic Counter-Measures (ECM) and Torpedo Counter-Measures (TCM) systems lose hit points as a result of Special Damage occurring from a regular attack. H. The sonar has two possible ratings: Class A is sonar that uses active pinging to find submarines. but more than class C which is the group with the shortest range. On submarines there is a line for an EMP modifier when submerged. Weapon Systems: Wpn. System Ratings: The far right column contains the general rating of three key systems.0 APPENDIX: A – Using and Reading the Ship Form Ship Name:__Example______ Ship Class: O. outside of the parentheses. (2) A or D Mount(s) (7) (M)OTO 76mm (rof:1) {no local control} {360 deg. Class P is a purely passive system that is designed for listening only.: -6 System Ratings Crew:__(good/average/poor)_ Radar: A Sonar: P Damage Points: In the left hand column above is the number of hit points of for each of the systems listed. The ECM modifier and TCM modifier is the modifier to the die roll when a missile (ECM) or torpedo (TCM) is attack the vessel.: 5 Engine Str. The other systems are the radar and the sonar. Perry (FFG) Damage Points Functional Effects Hull Pts. Damage from successful attacks is counted against the Hull Points. Damage to the engine. The Engine. A/C ( 13+ ) v. ECM and TCM can be repaired.60B Helo 1 Penguin ASM 4’ ( 9+ ) 1/2D6 [ 0 ] or 1 Mk46NEARTIP 2 turns @ 9“ ( 7+) 1/2D6 ASW torp or 3 turns @ 6” 12/22/2010 johnny okane (order #7051525) 30 . Class A radar has the longest range. The Value of the modifier is reduced proportionately to damage incurred to those systems from the Special Damage Table. The radar has three possible ratings: A.: 7”/4” ECM mod.

g.g. The deck guns that can fire at aircraft and missiles as well as surface craft are noted as dual purpose guns in the table on page 33. Mounts: This column lists from left to right: the location of the mount in parentheses (e. etc. Mk141 VLS missile launcher.). (9+) means nine or greater must be rolled on 1D20). Some torpedoes have optional speeds which are chosen when the torpedo is launched and not altered thereafter.) and the maximum rate of fire per turn (e.g. 5” single. The ASROC and SSN-14 are special cases of the range descriptions because these systems use a rocket to deliver the torpedo most of the way to the target. This indicates that the weapon is directed by the gunner stationed at the mount. Accuracy: The base number or greater needed by an average quality crew to hit their chosen target before modifiers are applied. the base number to hit a target rolled on 1D20. Unguided air ordnance.0 Weapon Systems: Under the weapons systems there are four columns of information that are required for the weapon to function. (P)ort. Some guns list their director as local. Damage: The number of dice or fractional dice and modifiers rolled to generate the amount of damage counted off against the hull points of a vessel (e. the weapons mount itself. and the damage caused by a successful hit. other wise known as “dumb bombs” will have a range of zero inches. (i. Guns and most missiles list their range simply as a linear distance (e. Aircraft are considered as mounts for this purpose. The in-flight portion is a simple linear distance which is combined with the torpedo movement of some number of turns at a given speed. It is possible to set one of the excess directors to the opposite setting of the primary director and the commander can choose either option up to the limit of the Rate of Fire (ROF) of the mount. Directors: Guns and missile or rocket launchers list which kind of weapon controller they have associated with them.g. (SB) Starboard bow. Torpedoes are always assumed to be in the attack mode.39) Dual Purpose Gun Modifier ( [DP gun mod] ): This modifier is applied to die rolls when attempting to shoot down an incoming missile with a deck gun. Load: The ammunition available for the mount in type and amount carried by the vessel.g. Large values of damage may cause Special Damage (see table p. etc. the load of ammunition carried by the vessel and the weapon performance in terms of maximum range. The weapon director.e. (PQ) Port Quarter. 1D6 means roll one six sided die). (A)ft. Once an “A or D” director is given a posture for the turn it cannot be changed until the next turn. the description of the mount itself (e. Most guns can be locally controlled except those marked as such.SURFACE BATTLE GROUP v3. some vessels have excess directors for a given system. 12/22/2010 johnny okane (order #7051525) 31 . 2 turns @ 9”). ROF 2). (M)idships. Range: The range for torpedoes is given as a number of turns at a given speed (e. The type of controllers are “A” for attack only. “D” for defense only and “A or D” for attack or defense mode which is chosen during the “Bridge” phase. This indicates that the plane must fly over the vessel to deliver the weapon. On the turn an ASROC or SSN-14 is fired it can fly up to the maximum linear distance indicated AND take the first turn of torpedo movement. However. 4’ or 3”).g. Their ability to attack requires that the vessel have functioning sonar. TT for Torpedo Tube.

5’ Acc’y(d20) 9+ 11+ 7+ 9+ 7+ 7+ 11+ 7+ 7+ 7+ 7+ 9+ 9+ 11+ 7+ 7+ 7+ 10+ Nuke 7+ 7+ 9+ 9+ 7+ 6+ 8+ 9+ Damage DP gun mod. The SSN-14 is an ASW weapon with limited SSM capabilities. BULK DEFENSIVE FIRE AGAINST MISSILES TABLE: Die Roll (2D6) 2 3-4 5-6 7 8-9 10-11 12 Number of Defensive Misses (round down) 0% 10% 25% 50% 75% 90% 100% AIR TO AIR ORDNANCE: Type 20/23/25mm 20/23/25mm (r) 30mm 30mm (r) Sidewinder Sparrow Phoenix AIM-120 AA-2 AA-8 AA-10 AA-11 R.5’ 8’ 6’ Acc’y(d20) Anti-Ship? Ship Dmg.550 Magic PL-9 PL-11 R.SURFACE BATTLE GROUP v3. 2/3D6 2/3D6 2/3D6 2D6 2/3D6 1D6 2D6+3 2/3D6 2/3D6 1D6 1/6D6 1/2D6 1/3D6 2D6+2 3D6+6 2D6+3 3D6+6 1/3D6 200kt. Submerged burst 3D6+6 2D6+3 1/2D6 2D6+3 2D6+2 2/3D6 2/3D6 2/3D6 0 -1 -2 0 -1 0 -1 -1 -1 -1 -2 0 0 0 -1 0 -2 0 -1 -2 -2 -1 0 0 -1 0 0 * when used as SSM only.0 APPENDIX: B – Weapons Systems SURFACE TO SURFACE MISSILES: Type Range C-801/YJ-8 YJ-82/C-802 YJ-83/C-803 YJ-62/C-602 Gabriel Harpoon HY-2 MM38 Exocet MM40 Exocet Otomat NETfire PAM Penguin Seakiller II SSN-2B/C SSN-3A/B SSN-9 SSN-12 SSN-14* SSN-15 SSN-19 SSN-22 SSN-25 SY-1A Tomahawk ARMAT Hsiung Feng II Hsiung Feng I 5’ 14’ 16’ 50’ 5' 17' 12' 6’ 9.5’ 6’ 27’ 10’ 2’ 9“ 4’ 5’ 1’ 1.5’ 25' 5’ 4' 3' 6' 60' 15' 70' 7’ 5' 60' 16' 17' 82’ 62' 16’ 22’ 5.530D 12/22/2010 johnny okane (order #7051525) Range 3” 3” 3” 3” 2. 15+ 12+ 15+ 12+ 9+ 12+ 10+ 10+ 13+ 9+ 11+ 10+ 10+ 9+ 9+ 10+ 32 Y Y Y Y N N N N N N N N N N N N 1/6D6 1/6D6 1/6D6 1/6D6 - .

strike A/C missiles. 7+ vs. ASW A/C.7mm (0.5’ 1.5’ 1. Note that the crew quality modifier applies to ALL gunnery whether automatically controlled or locally controlled.5' 2.5' 2.50 cal) CIWS* [rotary](ALL) 20mm (single/twin) 25mm (single/twin) 30mm (twin) 35mm/90 OTO (twin) 37mm (single/twin) 40mm (single/twin) 40mm (quad) 57mm (single) 57mm (twin) 57mm (quad) 76mm OTO Melara 76mm (single) 76mm (twin) 85mm 100mm (single) 100mm (twin) Auto100mm (single) 110mm 114mm (single) 114mm (twin) 5" (single) [127mm/25] 5" (single) [127mm/54] 5” (single/twin) [127mm/38] Auto130mm/70 (twin) 3” 1" 3” 3” 3” 6” 3” 3” 3” 9" 9" 9" 1' 1' 1’ 1' 1. Type Range 14.) Accuracy(d20) 1/6D6 n/a 1/6D6 1/6D6 1/6D6 1/6D6 1/6D6 1/6D6 1/6D6 1/6D6 1/6D6 1/3D6 1/3D6 1/6D6 1/6D6 1/6D6 1/3D6 1/3D6 1/2D6 1/6D6 1/6D6 1/3D6 1/6D6 1/2D6 1/3D6 1D6+2 17+ 13+ 15+ 16+ 16+ 16+ 15+ 15+ 14+ 17+ 15+ 15+ 12+ 15+ 14+ 15+ 14+ 14+ 12+ 12+ 12+ 11+ 11+ 11+ 13+ 12+ The following guns are not capable of anti-aircraft fire 6"/47(triple) 152mm/57 (triple) 8" (single) 8" (triple) 16" (triple) 16” (triple) Special 2. strike A/C & missiles and 13+ vs.5 & 12.0’ 1.) have an accuracy of 13+ vs.75’ 2. *CIWS guns (i.(Hull pts. etc.75' 5' min.5' Dmg. Phalanx.25' 2. All other dual purpose guns have a 19+ accuracy vs.75' 3. ASW A/C.122 for more details on the 16” special round.75’ 1.125’ 2/3D6 2/3D6 1/2D6 1D6 3D6+6 2D6+1 14+ 15+ 16+ 14+ 15+ 7+ See damage tables on p.SURFACE BATTLE GROUP v3.15’/max. 12/22/2010 johnny okane (order #7051525) 33 .e.75’ 1.25' 1.5' 3.0 SHIP’S GUNS These guns are capable of anti-aircraft fire and surface combat.

Submerged burst Nuke Depth Charge 1” 20+ 1D6 FRAS-1 6’ 200kt.5' 2' 12' 6” 4' 1' 2' 1' 10' 6' 1’ 3’ 15' 16' 4' 6' 6’ Anti-Ship? 9+ 8+ 9+ 7+ 9+ 7+ 9+ 12+ 15+ 13+ 11+ 11+ 7+ 9+ 7+ 13+ 7+ 15+ 11+ 13+ 7+ 9+ 7+ 13+ 11+ 11+ Nuke N N Y Y N Y N Y Y Y Y Y Y N Y N N Y Y Y N Y Y Y Y Y Y Ship Dmg. 2/3D6 1/3D6 1/3D6 1/6D6 1/3D6 2/3D6 1/3D6 1/6D6 1/2D6 1/3D6 1/6D6 1/6D6 2/3D6 1/6D6 1/6D6 1/2D6 1/6D6 1/6D6 1kt ASW WEAPONS Type Range Accuracy Damage ASROC 5' See Mk 50 torpedo 1/3d6 ASROC/Nuke 5’ 20kt.SURFACE BATTLE GROUP v3.5’ 25’ 4’ 3” 5’ 5' 3. Submerged burst Nuke SSN-16 12' See E45-75A torpedo Weapon Alpha DC 1” 18+ 1D6+2 Mk10 Limbo DC launcher RoF:2.0 SURFACE TO AIR MISSILES: Type Range Crotale HQ-7 HQ-9 HQ-16 HQ-61B NETfire PAM Masurca RIM-7M SAN-1 SAN-2 SAN-3 SAN-4 SAN-6 SA-7 SAN-7 SAN-8 SAN-9 Seacat Seadart Seaslug Sea Wolf Sea Sparrow Standard Talos Tartar Terrier Terrier BTN Acc’y(d20) 1' 1.5’ 4' 5' 7. uses typical depth charges 12/22/2010 johnny okane (order #7051525) 34 DP gun mod n/a n/a -2 -2 n/a -2 n/a -2 -1 -2 -2 -2 -2 n/a -2 n/a n/a 0 -2 -1 n/a -2 -2 -1 -1 -2 -2 . Submerged burst Nuke Hedgehog 1” 17+ 1/3D6 Ikara 2' 13+ 1/3D6 Mortars 3" 15+ 1/3D6 RBU 1000 3” 15+ 1/3D6 RBU 1200 3” 15+ 1/3D6 RBU 2500 3” 15+ 1/3D6 RBU 3200 9” 15+ 1/3D6 RBU 6000 9” 15+ 1/3D6 SSN-14 7' See E45-75A torpedo SSN-15 5' 200kt.

non-homing ASW. Self homing DP. EMP pulses will disable any ship or aircraft on a roll of 11+ 12/22/2010 johnny okane (order #7051525) 35 . non-home DP / wire 9+ 2D6+1 ASW only 8+ 7+ 1/3D6 1/3D6 ASW only ASW only 7+ 2D6 DP / wire 6+ 2D6 DP / wire 7+ 11+ 9+ 1/3D6 2/3D6 3D6 ASW only ASW only ASW only 7+ 7+ 1/3D6 2D6 ASW only DP / wire 12+ 2D6+1 Surface. NUCLEAR WEAPONS Submerged burst Yield(kt) 15-20 200 Kill Radius 3” 12” Damage radius 9” 24” EMP radius 6” 15” Surface or air burst Yield(kt) 1 3 5 100 200 350 800 Kill Radius 1” 1” 2” 6” 6” 9” 9” Damage radius 2” 3” 4” 9” 12” 15” 18” EMP radius 3” 5” 7” 14” 19” 24” 28” Note: Everything within the “kill” radius is destroyed. Self homing DP.0 TORPEDOES Type A. self homing Surface. non-homing Nuke 20kt submerged non-homing 9+ 3D6+2 Wake. *Wake homing torpedoes acquire targets after they are launched. Ships and subs within the damage radius take 1D6+1 of Special Damage rolls treating fires and magazine hits as “no effect”.244s E45-75A ET-80A Mk8 (UK) Mk14 Mk24(mod1) Mk37 Mk 46 Mk 46 NEARTIP Mk 48 Mk 48 ADCAP Mk 50 SET-40 SET-65 Stingray SST-4 Type53-56 Type53-68 Type 65 Type53-65 Yu-1 Yu-3 Yu-4 Yu-7 L4 L5 AEG SUT Range 1 turns @ 10” 2 turns @ 8” 2 turns @ 10” or 3 turns @ 8” 1 turn @ 9” 1 turn @ 10” 8 turns @ 6” or 3 turns @ 8” 2 turns @ 6”or 7 turns @ 4” 2 turns @ 9” 2 turns @ 9” or 3 turns @ 6” 6 turns @ 10” or 3 turns @ 13” 7 turns @ 10” or 3 turns @ 15” 2 turns @ 13” 2 turns @ 7” 2 turns @ 8” or 6 turns @ 6” 2 turns @ 11” 2 turns @ 9” or 4 turns @ 8” or 6 turns @ 7” 1 turn @ 15” or 3 turns @ 10” 2 turns @ 12” or 4 turns @ 10” 7 turns @ 12” or 20 turns @ 8” 3 turns @ 10” 1 turn @ 6” 2 turns @ 10” 2 turns @ 10” 2 turns @ 12” 2 turns @ 6” 2 turns @ 6” 2 turns @ 9” Accuracy Damage Function 10+ 10+ 9+ 1/3D6 1/2D6 2D6 ASW only ASW only DP / wire 15+ 15+ 7+ 2D6+1 1D6+2 2D6+1 Surface. Aircraft within the damage radius abort the mission. Surface only* 9+ 12+ 9+ 9+ 9+ 9+ 9+ 8+ 2D6+1 2D6+1 1D6 + 2 2D6+1 1/3D6 2/3D6 2/3D6 1D6+2 Wake. non-home Surface.SURFACE BATTLE GROUP v3. Surface only* Surface. wire guided Note: Dual Purpose torpedoes attack either surface or submerged targets. self-homing ASW torp ASW.

SURFACE BATTLE GROUP v3. Pescador 1.5’ AS-1 14' AS-4 60’ AS-6 60' AS-7 2' AS-10 1.30 1.12 15” AS.0 AIR TO SURFACE WEAPONS Type Range ALCM 125’ AM39Exocet 10’ ARM 15' Armat 16’ (Fr)AS. 2D6+3 0 2/3D6 -1 *1/2D6 -2 2/3D6 0 1/6D6 0 1D6+2 -1 3D6+6 0 3D6+6 -1 3D6+6 -2 1/2D6 0 1/2D6 0 2/3D6 -1 1D6+2 -1 20kt submerged n/a 550kt non-submerged n/a 1D6 n/a 2D6+3 -2 1/2D6 n/a 1D6 n/a 2D6+1 n/a 2D6+3 n/a 2D6+2 n/a 3D6+2 n/a *1/3D6 -2 1/6D6 -1 1/6D6 0 1/6D6 -2 1/2D6 -2 1/6D6 n/a 1/3D6 n/a 2/3D6 n/a 1D6 n/a 2D6+2 n/a 1/2D6 0 1/6D6 n/a 1/2D6 n/a 2/3D6 n/a 1/6D6 -2 1D6+2 0 1/6D6 0 1/6D6 n/a 1/2D6 n/a Each damage point from ARM & HARM missiles has a 13+ chance of destroying ONE Radar source (EACH ECM/Search/Weapon Director rolled separately) 12/22/2010 johnny okane (order #7051525) 36 .25’ Maverick 3' Mk81 250# 0” Mk82 500# 0" Mk117 750# 0” Mk83 1000# 0" Mk84 2000# 0” Penguin 4' Rockets 3” Rockeye 0” Belouga 0” Sparrow 8' Sea Eagle 15’ Sea Skua 2’ UV-32-57 3” EU-2 bomb 0” Accuracy 7+ 7+ 9+ 7+ 12+ 7+ 9+ 10+ 9+ 7+ 7+ 7+ 7+ 3” k / 9” d 9” k / 15” d 16+ 9+ 18+ 18+ 18+ 18+ 6+ 6+ 7+ 4+ 14+ 12+ 7+ 18+ 18+ 18+ 18+ 18+ 9+ 7+ 15+ 15+ 7+ 9+ 7+ 7+ 18+ Damage DP gun mod.5’ AS-12 17’ AS-14 5’ B57 nuke 0” B61 nuke 0” BL755 0” Bullpup B 2' FAB 250 0” FAB 500 0” FAB 750 0” FAB 1000 0” GBU-10 9” GBU-15 1’ HARM 15' Hellfire 1.5’ LAU-69B 6” M.

Init. LSTs etc. 2” max.SURFACE BATTLE GROUP v3. 2” max. 3” max. Pirate Speedboats 0–1 CREW QUALITY TABLE Rating Morale Accuracy GOOD 5+ +1 AVERAGE 7+ 0 POOR 9+ -1 12/22/2010 johnny okane (order #7051525) Speed Change 4” max. Mod.0 MISSILE LAUNCHER RATE OF FIRE PER TURN: USA/UK/NATO RUSSIA/CHINA Mk5 Mk10 Mk11 Mk12 Mk13 Mk16 ASROC Mk25 Sparrow Mk26 ASROC Mk29 Sparrow Mk41 VLS Mk44 ABL Mk45 VLS Mk141 VLS Sea Dart Sea Cat Sea Slug Sea Wolf MM38 1 1 1 1 1 1 4 3 2 7 4 3 1 2 2 2 1 1 SAN-1 SAN-3 SAN-4 SAN-6 SAN-7 SAN-9 SAN-9 VLS SSN-2 SSN-3 SSN-9 SSN-12 SSN-14 SSN-15 SSN-16 SSN-19 SSN-22 1PA-25A 1 1 1 3 1 1 4 1 1 1 2 1 1 1 2 1 1 APPENDIX: C. +1 +1 +1 0 0 0 -1 -1 -1 37 . Dmg.Other charts Fractional Die Rolls D6= 1 2 3 4 5 6 1/6D6= 1/3D6= 1/2D6= 2/3D6= 0 0 1 1 0 1 1 2 1 1 2 2 1 1 2 2 1 2 2 3 1 2 3 4 Changing speed: Based on Hull Points US & UK/NATO Other 1 – 10 1–9 11 – 35 10 – 30 36+ 31+ All nations: Freighters. ANY Size Class 1 2 3 2 0 Damage Control Spl. Mod.

 7-12 ship to goes dead in the water. no hydrofoil.6 7 8 9 10 1/6D6 1/3D6 1/2D6 2/3D6 1D6 1D6+2 PHM & PTM can’t fire. no offensive fire. 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 surface ship not located +2 for each submerged sub not located -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 Strike A/C Initiative modifiers: + the number of “good” aircrews . (See “all stop” rules)  13+ ship to withdraws from battle. 12/22/2010 johnny okane (order #7051525) 38 .0 Morale Modifiers Damage 50. extra –2 for each additional fire -1 (each) -3 (ASW isn’t for a surface battle and vice versa) +2 (+3 for flag status class 3 hull required) -2 Failing by:  1-6 ship to ceases offensive fire. SEA STATE DRIFT Die Roll (2D6-2) Dice to be rolled for drift RESTRICTIONS 0.2. maintains course and speed.5.80% 81.3 4. all gunnery is -1 As above but gunnery is now -2 to hit NO COMBAT NO COMBAT Roll for the distance drifted each turn.1.SURFACE BATTLE GROUP v3. If the ship cannot move the crew abandons ship.the number of “poor” aircrews + the numerical advantage in strike aircraft to the more numerous side. no offensive fire.<100% 100% Fire T/ECM out No wpns TF cmd Drifting Modifier 0 -2 -4 -5 -4 for first fire.60% 61.

Loss of Engine Strength of T/ECM points reduces the abilities of those systems proportionately to the loss. Search radar/sonar out (50/50) (11+) Lose 2 Weapon mounts (15+)ea. Lose 1 Weapon mount (15+) Bridge hit. BOMB. crew practice time is why. no change in course (15+) Lose 2 Engine strength (13+)ea. ASW aircraft. FIRE DAMAGE (#13) CAUSES SPECIAL DAMAGE FOR EVERY 4 POINTS OF FIRE DAMAGE FROM A SINGLE FIRE FOR THE CURRENT TURN. Lose 1 DCC N/R Ship on fire see fire rules Lose 1 T/ECM point. WEAPONS MOUNT. 50/50 T or E (15+) Lose 2 T/ECM points.SURFACE BATTLE GROUP v3. TORPEDO. Rudder hit. 50/50 T or E (15+)ea. Loss of life. 12/22/2010 johnny okane (order #7051525) 39 . If reactor is damaged the vessel is dead in the water with no propulsion or electrical power. If the original number was 22 points the result would be 14 more points of damage (always round up for this effect) plus 4 more special damage rolls. The accuracy for guns reverting to local control in this case is (17+) against vessels. if it ever had one. Special Damage Table Die Roll (2d10) 23 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20+ Result Repair (d20) Roll twice ignoring repeats of this one N/R Magazine/fuel hit. Wpn dir’s. Lose 2 DCC N/R Lose elec. If a gun is under “local control” It cannot be affected by a loss of its weapon director. If a gun normally aimed by a weapon controller loses its controller the crew may still fire the weapon unless the ship form states otherwise. the ship takes 60% of the value of its original undamaged hull points in damage. Losing half the engines reduces speed ratings by half.. random course (d12) each turn (15+) Rudder hit. repeat last orders 2 turns N/R Loss of life. No Effect *Magazine hit: If the roll is a 6. +1D6x10% damage* N/R For nuclear powered ships roll a 50/50 chance for reactor damage. Round down to the nearest half inch for speed. missiles and strike aircraft and (18+) vs. Lose 1 Engine strength (13+) Lose elec. ASW out (11+) Lose 1 Weapon director (17+) Lose 2 Weapon directors (17+)ea. Collision & ramming damage: Roll the number of dice equal to the size class of the vessel for the damage done to the other vessel.0 SPECIAL DAMAGE: SHIPS TAKE SPECIAL DAMAGE FOR EVERY 3 POINTS OF DAMAGE FROM A SINGLE MISSILE. (19+) vs. Guns normally locally controlled have different and often better chances to hit. The vessel is out of the game. Round down the defensive modifier of the T/ECM system. MULTIPLE FIRES AND MAGAZINE HITS ARE POSSIBLE. out.. This is not repairable (N/R). MAGAZINE HIT OR COLLISION/RAMMING.

All of the mechanical and electrical systems on board a ship need maintenance. the 1 for 1 ammunition scale didn’t produce any significant results until one side ran the other out of missiles and forced a gunnery duel. I searched in vain for a set of rules that was not mired in needless detail or so oversimplified that decision making and tactics were removed. Only approximate air speeds are needed in terms of positions marked on the playing surface. After the early play tests. better calibrated and more accurate systems than a poor crew. The other thing I found lacking in modern era rules was the effect of crew quality. I decided to scale down the ordnance and rates of fire by a factor of four to speed up the conclusion of the game. By limiting the ammunition I eliminated several turns of inconclusive exchange of missile fire along with multitudes of die rolls. The crews are supposed to know their jobs and the high tech stuff should function transparently relative to the commander’s viewpoint.0 APPENDIX: D – General Notes I designed “Surface Battle Group” because I enjoyed books like “The Hunt for Red October” and “Flight of the Intruder” and the subsequent movies. Rules that are so detailed that the player is performing too many tasks several layers below the level of command play too slow for my taste. It reduced the amount of technical detail required for the air units. destroyers and frigates that operated away from the carrier group as the title suggests. A good crew will maintain its equipment better and have more reliable.SURFACE BATTLE GROUP v3. I biased the rounding off of ammunition supply in favor of the offense simply to make offensive fire more effective. I just don’t believe the results of such a complex event are that easy to predict. and to have the ships actually maneuver with respect to each other. As such subs are simplified a great deal. It provided a large enough increment of time to allow the ships to make more than trivial changes in position. They all have one generic speed. I wanted to focus on the cruisers. Also they will perform the damage control function with greater efficiency. The use of a 5-minute per turn time scale solved a couple of issues. Modifiers to the die rolls reflect this opinion. Morale failures represent a crew’s lack of preparedness and/or disbelief in their ability to cope with the problem rather than actual panic. These rules were intended to free the commanders from the game mechanics so they could focus on tactics. Large damage rolls drive special damage. Air units will have much more movement available than the ships. Submarines are very intense and exciting but the physics involved in the detection and counter detection at various depths simply overwhelms play. ASW helicopters also have been simplified. The time scale and surface scale were chosen to fit play on a ping-pong or billiard table. Unlike many 20th and 21st century naval games I wanted a randomized range of damage inflicted by a hit rather than an absolute number. In the process of developing these rules I played a good many naval rule sets from all eras looking for the points in the game mechanics that gave the best feel of command. As a result you roll dice for the amount of damage you do to account for variation of hit location. one generic ECM value and one generic fuel load. Unique damage charts for each ship class are not needed. preparation and trained crews in order to function. 12/22/2010 johnny okane (order #7051525) 40 .

This is where “the game” is in these rules.SURFACE BATTLE GROUP v3. He/She will maneuver the group into or away from gunnery range as needed. He/She will try to locally overload zones to deplete enemy SAM’s and get the SSM’s through.net Tom Dziegielewski March 7. I’ve developed some “player favorite” scenarios. The littoral combat situations required some specific exceptions to some of the general rules along with a stretching of some laws of physics. Enjoy! COPYRIGHTS AND IMPORTANT STUFF LIKE THAT: First let me give credit where credit is due. they are splendid.0 First let me thank the players of SBG for all of the questions and input. typically your side must be the first to inflict significant damage to the enemy fleet. Version 3. Questions on stealth and detection for both subs and aircraft have been integrated with an eye toward maintaining the proper “feel” without slowing down play. 2010 12/22/2010 johnny okane (order #7051525) 41 . ship and submarine counters. The overall commander will have to determine which ships will form the defensive umbrella and which ships will be the offensive platforms. While the number of vessels involved is obviously important to defining size. The new defensive missile fire resolution system for large encounters also quickens play. Questions? Contact me via e-mail at 22moocrew@att.0 I decided on using an initiative system for offensive fire to drive the tactics and pace of play.0 contains much of what you asked about. so is the skill level and experience of the players. I’ve tried to include scenarios that involve specific rules to highlight how to apply them in the game. Christopher Jones did all of the terrific artwork on the thumbnail/cover as well as the air units. The GM will have to make that call. Enjoy yourselves and Good Luck! General notes for v3. Downloaded copies have been made traceable. I am claiming protection under provisions of international copyright law. To win. After running SBG at conventions and at the homes of friends. Note that I have not defined what a “large” engagement is in terms of this game. Each rule section has been affected in some way.

: 8”/3” ECM mod.: 2 ECM Str.: 25 Engine Str. msl.SURFACE BATTLE GROUP v3. 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. A/C ( 13+ ) v.: 0 Wpn.0 Ship Name:______________________ Ship Class: Albany (CG) Hull Pts.: -3 TCM mod. Spd.: 0 DCC: 2 Max. & str. (8) A or D Mount(s) (8) (P) Mk11 (rof:1)  A or D (S) Mk11 (rof:1) Crew:____________ Radar: A Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] 10 Std msls   15’ ( 7+) 1/6D6 [ -2 ]  10 Std msls     A or D A 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. Dir.: 1 TCM Str. no hangar 12/22/2010 johnny okane (order #7051525) 42 .

: -6 & Spl. A/C ( 13+ ) v.: 1 Wpn. Sonar: P TCM mod. msl. (7) A or D A or D DCC: 1 Crew:____________ Max.: 2 TCM Str.: 2 ECM Str.25’ ( 11+ ) 1/2D6 ( 19+ ) v.0 Ship Name:______________________ Ship Class: Arleigh Burke (DDG) Hull Pts.: 7.SURFACE BATTLE GROUP v3. Dir.: -3 Mount(s) (9) (F&A) Mk41 VLS (rof:7) (F&A) Mk41 VLS (rof:7) Load 9 T’hawk. & str. other A/C __________________________________________________________________________________________________ D (F) Phalanx CIWS (rof:1) 1 burst 1” ( 13+ ) v msl & str A/C D (A) Phalanx CIWS (rof:1) 1 burst ( 7+ ) v other a/c __________________________________________________________________________________________________ Helo pad aft.   4 Std   1 ASROC/Mk 50 ASW torp Rng ( Acc ) Dmg [DP gun mod] 62’ ( 7+ ) 2D6+2 [ 0 ] 15’ ( 7+ ) 1/6D6 [ -2 ] 5’ +2 turns @ 13” ( 7+ ) 1/3D6 [ n/a ] 5 T’hawk  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 2.5”/3” Radar: A ECM mod. no hangar.: 12 Engine Str. Spd. may re-arm & re-fuel helos Stealth technology is worth an extra “-1” for ECM and location 12/22/2010 johnny okane (order #7051525) 43 .

Dipping sonar can only be used when the helicopter is stationary.target (SQ) 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 ___________________________________________________________________________________________________ D (P) Phalanx 1 burst 1” ( 13+ ) v msl & str A/C D (S) Phalanx 1 burst ( 7+ ) v other a/c _________________________________________________________________________________________ A or D (A) 5”/54 single plenty 2.: 8”/3” ECM mod. & str.: -6 TCM mod.0 Ship Name:______________________ Ship Class: Belknap (CG) Hull Pts.: 12 Engine Str. A/C ( 13+ ) v.: 0 Mount(s) (9) (F) Mk10 (rof:1) Crew:____________ Radar: B Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] 10 standard  15’ ( 7+ ) 1/6D6 [ -2 ]  5 ASROC/MK50 5’ +2 turns @ 13” ( 7+ ) 1/3D6 [ n/a ASW torps ]_____________________________________________________________________ ___________________________ A (PB) Mk141 (rof:1) 1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ] 1 .25’ ( 11+ ) 1/2D6 ( 19+ ) v. Dir.SURFACE BATTLE GROUP v3. other A/C _________________________________________________________________________________________ 1* .5 feet/turn. (6) A or D A or D DCC: 2 Max. Spd.SH-2F helo 1 Mk 46 NEARTIP torp 2 turns @ 9“ ( 7+) 1/3D6 3 turns @ 6” *except on Belknap which has a pad only ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. 12/22/2010 johnny okane (order #7051525) 44 . msl. Helos have 24 turns of fuel.: 2 TCM Str.: 0 Wpn.: 2 ECM Str.

Dir.75’ ( 13+ ) 1/3D6 (P+PB) 5”/38 twin (rof:1) ( 19+ ) v. other A/C A or D (S) 76mm twin (rof:1) (S) 76mm twin (rof:1) 12/22/2010 johnny okane (order #7051525) 45 . & str. Spd. other A/C (S+SB) 5”/38 twin (rof:1) (S+SQ) 5”/38 twin (rof:1) __________________________________________________________________________________________________ A or D (P) 76mm twin (rof:1) plenty 1’ ( 14+ ) 1/6D6 (P) 76mm twin (rof:1) ( 19+ ) v. A/C ( 13+ ) v. (6) A or D A or D DCC: 3 Max.0 Ship Name:______________________ Ship Class: Boston (CG) Hull Pts.: 1 TCM Str.: 8”/2” ECM mod. msl. msl. A/C (P+PQ) 5”/38 twin (rof:1) ( 13+ ) v.: 0 Mount(s) (13) (A) Mk5 lnchr (rof:1) (A) Mk5 lnchr (rof:1) Crew:____________ Radar: A Sonar: none Load Rng ( Acc ) Dmg [DP gun mod] 18 Terrier  6’ ( 11+ ) 1/6D6 [ -2 ]   __________________________________________________________________________________________________ A (F) 8” triple (rof:1) plenty 3.: 25 Engine Str.: 3 ECM Str.SURFACE BATTLE GROUP v3.: 0 Wpn. & str.75’ ( 14+ ) 1D6 (F) 8” triple (rof:1) __________________________________________________________________________________________________ A or D (F) 5”/38 twin (rof:1) plenty 1.: -3 TCM mod.

0 Ship Name:______________________ Ship Class: California (CG) Hull Pts.: 8.25’ ( 11+ ) 1/2D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ Mk16 (rof:1) 2 ASROC/Mk 50  5’ +2 turns @ 12” ( 7+ ) 1/3D6 ASW torps _______________________________________________________________________________________ (P) TT (rof:1) 1 Mk 46 NEARTIP ASW torp 2 turns @ 9“ ( 7+) 1/3D6 3 turns @ 6” (S) TT (rof:1) 1 Mk 46 NEARTIP ASW torp _______________________________________________________________________________________ A (P) Mk141(rof:1) 1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ] 1 .target (S) Mk141(rof:1) 1 Harpoon _______________________________________________________________________________________ D (P) Phalanx CIWS 1 burst 1” ( 13+ ) v msl & str A/C D (S) Phalanx CIWS 1 burst ( 7+ ) v ASW A/C _______________________________________________________________________________________ A/D (F) Mk13 (rof:1) 10 Standard  15’ ( 7+ ) 1/6D6 [ -2 ]  A/D (A) Mk13 (rof:1) 10 Standard  A/D  A/D { these Wpn. no hangar 12/22/2010 johnny okane (order #7051525) 46 . (9) A or D DCC: 2 Max. Dir’s. Dir.: 0 Mount(s) (13) (F) 5”/54 single (rof:1) (A) 5”/54 single (rof:1) Crew:____________ Radar: A Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] plenty plenty 2.: 0 Wpn.5”/3” ECM mod.: 16 Engine Str.: 2 ECM Str. Spd.: 2 TCM Str. may also direct the 5” guns} _________________________________________________________________________________________________ A (P) Mk44ABL (rof:1) 1 Tomahawk 62’ ( 7+ ) 2D6+2 [ 0 ] (S) Mk44ABL (rof:1) 1 Tomahawk _______________________________________________________________________________________ Helo Pad. may re-arm and refuel a helo.SURFACE BATTLE GROUP v3.: -6 TCM mod.

ASW A/C ________________________________________________________________________________________ Helo pad aft.25’ ( 11+ ) 1/2D6 A or D (A) 5”/54 single (rof:1) plenty ( 19+ ) v.: 1 Wpn. Dir. A/C ( 13+ ) v.: -3 Mount(s) (6) (M) Mk16 (rof:1) Crew:____________ Radar: A Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] 2 ASROC/Mk50  5’ +2 turns @ 12” ( 7+ ) 1/3D6 [ n/a ] ASW torps __________________________________________________________________________________________________ A or D (A) Mk11(rof:1) 2 Harpoon   17’ ( 7+ ) 1D6 [ 0 ] A or D 9 Standard  15’ ( 7+ ) 1/6D6 [ -2 ]        __________________________________________________________________________________________________ (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. msl.0 Ship Name:______________________ Ship Class: Charles F. no hangar.: 2 TCM Str.: 2 ECM Str. may re-arm helos 12/22/2010 johnny okane (order #7051525) 47 .: 7. Spd. (5) A DCC: 1 Max.: 6 Engine Str.: -6 TCM mod.5”/3” ECM mod. Adams (DDG) Hull Pts.SURFACE BATTLE GROUP v3. & str.

: 8”/3” ECM mod.SURFACE BATTLE GROUP v3. (12) A or D Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (19) (F) 5”/38 twin (rof:1)  plenty 1. & str. Spd. A/C (S) 5”/38 twin (rof:1) ( 13+ ) v.: 31 Engine Str. & str. A/C ( 13+ ) v. ASW A/C (P) 76mm twin (rof:1) A or D (S) 76mm twin (rof:1) (S) 76mm twin (rof:1) A or D (S) 76mm twin (rof:1) (S) 76mm twin (rof:1) _________________________________________________________________________________________________ A or D (F) 76mm twin (rof:1) plenty 1’ ( 14+ ) 1/6D6 A or D (A) 76mm twin (rof:1) ( 19+ ) v.: 3 ECM Str. & str.: 0 Crew:____________ Radar: A Sonar: none Wpn.75’ ( 14+ ) 1D6 (F) 8” triple (rof:1) A (A) 8” triple (rof:1) __________________________________________________________________________________________________ Helo pad aft 12/22/2010 johnny okane (order #7051525) 48 . msl.75’ ( 13+ ) 1/3D6 (P) 5”/38 twin (rof:1)    ( 19+ ) v. ASW A/C    A or D (A) 5”/38 twin (rof:1)    (P) 5”/38 twin (rof:1)    (S) 5”/38 twin (rof:1)    __________________________________________________________________________________________________ A or D (P) 76mm twin (rof:1) plenty 1’ ( 14+ ) 1/6D6 (P) 76mm twin (rof:1) ( 19+ ) v. ASW A/C A or D A or D __________________________________________________________________________________________________ A (F) 8” triple (rof:1) plenty 3. Dir.: -3 TCM mod. A/C A or D (P) 76mm twin (rof:1) ( 13+ ) v.0 Ship Name:______________________ Ship Class: Des Moines (CA) Hull Pts. msl.: 0 DCC: 4 Max.: 1 TCM Str. msl.

A/C ( 13+ ) v. & str. The MQ-8 can also visually spot: 9+@ 10’ and 5+@ 2’ 12/22/2010 johnny okane (order #7051525) 49 . Dir. msl & str A/C ( 17+ ) v. Spd.: 0 Crew:____________ Radar: A Sonar: A Wpn.MQ-8 UAV helo 1 Hellfire Missile 1.5 feet/turn. The MQ-8 has the same movement. Dipping sonar can only be used when the helicopter is stationary. The MQ-8 has the same movement and endurance as the ASW helicopter.: 4 Engine Str.: 2 TCM Str.50 cal MG (rof:1) ( 18+) v. Helos have 24 turns of fuel.SURFACE BATTLE GROUP v3. other.: -6 TCM mod.50 cal MG (rof:1) plenty 3“ ( 17+) 1/6D6 (S) 0.: 0 DCC: 1 Max.: 11”/4” ECM mod.5’ ( 4+) 1/6D6 [ -1 ] ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.0 Ship Name:______________________ Ship Class: Freedom(LCS-1) Hull Pts. msl.: 2 ECM Str. ECM value and endurance as the ASW helicopter. A/C ________________________________________________________________________________________ A (P) Torp Tube (rof:1) 2MK50 ASW torps  2 turns @ 13“ ( 7+) 1/3D6 A (S) Torp Tube (rof:1) 2MK50 ASW torps  __________________________________________________________________________________________________ 2 – SH-60R/S helo 1 Mk 50 ASW torp 2 turns @ 13“ ( 7+) 1/3D6 1 . Mount(s) Load Rng ( Acc ) Dmg [ DP gun mod ] (4) (9) A or D (P) PAM Mk47 (rof:3) 3 NETfire PAM  5’ ( 7+) 1/3D6 [-2]  __________________________________________________________________________________________________ A or D (F) 110mm single (rof:1) plenty 2’ ( 12+ ) 1/6D6 ( 19+ ) v. ASW A/C __________________________________________________________________________________________________ (local control) (P) 0.

A/C ( 13+ ) v. Spd.: 2 ECM Str. The MQ-8 has the same movement.50 cal MG (rof:1) ( 19+) v. Helos have 24 turns of fuel. Dir.: 0 Crew:____________ Radar: A Sonar: A Wpn. Dipping sonar can only be used when the helicopter is stationary.: 2 TCM Str. Mount(s) Load Rng ( Acc ) Dmg [ DP gun mod ] (2) (9) A or D (P) PAM Mk47 (rof:3) 3 NETfire PAM  5’ ( 7+) 1/6D6 [ -2 ] __________________________________________________________________________________________________ A or D (F) 110mm single (rof:1) plenty 2’ ( 12+ ) 1/6D6 ( 19+ ) v. msl & str A/C (PA) 0. other A/C (SA) 0. & str. The MQ-8 can also visually spot: 9+@ 10’ and 5+@ 2’ The Tri-maran hull is more maneuverable at speed and has different turning costs.: -6 TCM mod.50 cal MG (rof:1) __________________________________________________________________________________________________ 2 – SH-60R/S helo 1 Mk 46 NEARTIP ASW torp 2 turns @ 9“ ( 7+) 1/3D6 or 3 turns @ 6” 1 .5 feet/turn.50 cal MG (rof:1) ( 17+ ) v.5’ ( 4+) 1/6D6 [ -1 ] ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. msl.: 4 Engine Str. Turns of >60 degrees but <150 degrees cost 25% of the marked speed. ASW A/C __________________________________________________________________________________________________ (local control) (PF) 0.: 0 DCC: 1 Max. Turns of 60 degrees or less are free.SURFACE BATTLE GROUP v3. 12/22/2010 johnny okane (order #7051525) 50 . Turns of 150 degrees or more cost 50% of the marked speed.MQ-8 UAV helo 1 Hellfire Missile 1. ECM value and endurance as the ASW helicopter.50 cal MG (rof:1) plenty 3“ ( 17+) 1/6D6 (SF) 0.: 11”/4” ECM mod.0 Ship Name:______________________ Ship Class: Independence(LCS-2) Hull Pts.

(1) Mount(s) (3) P&S/B)TT(rof:2) Load Rng ( Acc ) Dmg [DP gun mod] 4 Mk 48 torps  ADCAP 7 turns @ 10” ( 6+ ) 2D6 DP/wire 3 turns @ 15” 1 Tomahawk 62’ ( 7+ ) 2D6+2 [ 0 ] 2 Harpoon  17’ (7+ ) 1D6 [ 0 ] ______________________________________________________________________________________________________ A Mk45 VLS (rof:3) 3 Tomahawk  62’ ( 7+ ) 2D6+2 [ 0 ] Extra quiet design.SURFACE BATTLE GROUP v3.:(1)4 DCC: 1 Crew: Good Engine Str.: -4 EMP resistance mod when submerged: -7 Wpn.0 Ship Name:______________________ Ship Class: I . Dir.:(8”)4”/2” Radar: B ECM Str.: 1 TCM mod.: 0 ECM mod. Spd.: 1 Max.: 0 Sonar: P TCM Str. Attempts to locate by type P sonar get an additional -1 modifier 12/22/2010 johnny okane (order #7051525) 51 .Los Angeles (SSN) Hull Pts.

SURFACE BATTLE GROUP v3. 12/22/2010 johnny okane (order #7051525) 52 . Spd.: 84 Engine Str.60B Helo 1 Mk46 NEARTIP (each/any helo) 2 turns @ 9” (7+) 1/3D6 or 3 turns @ 6” ASW torp OR 1 Penguin ASM (each/any helo) 4’ ( 9+ ) 1/2D6 [ 0 ______________________________________________________________________________________________ Aft 16” triple mount will destroy any helo’s left on deck if fired ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.: none DCC: 4 Max. Helos have 24 turns of fuel.: 4 ECM Str.5 feet/turn.: none Crew:____________ Radar: A Sonar: none Wpn.: -6 TCM mod.: 8”/2” ECM mod. Dipping sonar can only be used when the helicopter is stationary. Dir. (12) A Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (29) (F) 16” triple (rof:1) 30 shots   5’ ( 15+ ) 3D6+6       A (F) 16” triple (rof:1) 30 shots    (A) 16” triple (rof:1) 30 shots    ________________________________________________________________________________________________________ A or D (PF) 5”/38 twin (rof:1) plenty 1.75’ ( 13+ ) 1/3D6 A or D (SF) 5”/38 twin (rof:1) plenty A or D (PM) 5”/38 twin (rof:1) plenty A or D (SM) 5”/38 twin (rof:1) plenty (PA) 5”/38 twin (rof:1) plenty (SA) 5”/38 twin (rof:1) plenty ______________________________________________________________________________________________ D (PF) Phalanx CIWS (rof:1) 1 burst  1” ( 13+ ) v msl & str A/C D (SF) Phalanx CIWS (rof:1) 1 burst  ( 7+ ) v other A/C D (PA) Phalanx CIWS (rof:1) 1 burst D (SA) Phalanx CIWS (rof:1) 1 burst ______________________________________________________________________________________________ A (M) Mk44ABL (rof:1) 1 Tomahawk 62’ ( 7+ ) 2D6+2 [ 0 ] 1-target (M) Mk44ABL (rof:1) 1 Tomahawk 4 .: 2 TCM Str.shots max (M) Mk44ABL (rof:1) 1 Tomahawk per turn (M) Mk44ABL (rof:1) 1 Tomahawk (M) Mk44ABL (rof:1) 1 Tomahawk (M) Mk44ABL (rof:1) 1 Tomahawk (M) Mk44ABL (rof:1) 1 Tomahawk (M) Mk44ABL (rof:1) 1 Tomahawk ______________________________________________________________________________________________ A (P) Mk141Harpoon (rof:1) 1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ] 1 .0 Ship Name:______________________ Ship Class: Iowa (BB) Hull Pts.target (P) Mk141Harpoon (rof:1) 1 Harpoon 2 – shots max (S) Mk141Harpoon (rof:1) 1 Harpoon per turn (S) Mk141Harpoon (rof:1) 1 Harpoon ______________________________________________________________________________________________ (A) 4-SH .

25’ ( 11+ ) 1/2D6 (A) 5”/54 single (rof:1) plenty ( 19+ ) v msl & str A/C ( 13+ ) v other A/C _____________________________________________________________________________________________ D (P) Phalanx CIWS (rof:1) 1 burst 1” ( 13+ ) v msl & str A/C D (S) Phalanx CIWS (rof:1) 1 burst ( 7+ ) v ASW A/C _____________________________________________________________________________________________ (A) 2-SH .: 2 Wpn.: 11 Engine Str.5 feet/turn.60B Helo 1 Mk46 NEARTIP ASW torp 2 turns @ 9” ( 7+ ) 1/3D6 or 3 turns @ 6” OR 1 Penguin ASM 4’ ( 9+ ) 1/2D6 [ 0 ] ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.: -6 Mount(s) (12) (F&A) Mk41VLS (rof:7) Crew:___________ Radar: A Sonar: P Load Rng ( Acc) Dmg [DP gun mod] 13-Tomahawk   62’ ( 7+ ) 2D6+2 [ 0 ]              2-ASROC/MK50  5’ +2 turns @ 13” ( 7+ ) 1/3D6 [ n/a ] ASW torps _______________________________________________________________________________________________________ A or D Mk29 Launcher (rof:4) 2-RIM-7M   3.: 2 TCM Str.5’ ( 12+ ) 1/6D6 [ -2 ] _______________________________________________________________________________________________________ (P) TT (rof:1) 3 Mk46 NEARTIP torps  2 turns @ 9” ( 7+ ) 1/3D6 or 3 turns @ 6“ ASW (S) TT (rof:1) 3 Mk46 NEARTIP torps  _______________________________________________________________________________________________________ A (P) Mk141 (rof:1) 1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ] 1 .target (S) Mk141 (rof:1) 1 Harpoon _______________________________________________________________________________________________________ A or D (F) 5”/54 single (rof:1) plenty 2.Spruance (DD) Hull Pts.: 2 ECM Str.: -6 TCM mod. (6) A DCC: 1 Max. Dipping sonar can only be used when the helicopter is stationary.SURFACE BATTLE GROUP v3.0 Ship Name:______________________ Ship Class: I . 12/22/2010 johnny okane (order #7051525) 53 . Dir. Spd. Helos have 24 turns of fuel.: 8”/3” ECM mod.

: 6 Engine Str.0 Ship Name:______________________ Ship Class: Knox (FF) Hull Pts. A/C ( 13+ ) v. (4) A or D DCC: 1 Max.: 2 Wpn.: 1 TCM Str. Helos have 24 turns of fuel.5 feet/turn.: 1 ECM Str.: -3 TCM mod.: 7”/4” ECM mod.SURFACE BATTLE GROUP v3. & str. Dir. 12/22/2010 johnny okane (order #7051525) 54 . Spd. ASW A/C _________________________________________________________________________________________ D (A) Phalanx CIWS 1 burst 1” ( 13+ ) v msl & str A/C ( 7+ ) v other a/c _________________________________________________________________________________________ (P) TT (rof:1) 1 Mk 46 NEARTIP ASW torp 2 turns@ 9“ ( 7+) 1/3D6 or 3 turns@6” (S) TT (rof:1) 1 Mk 46 NEARTIP ASW torp _________________________________________________________________________________________ A (P) Mk141 (rof:1) 1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ] 1 .: -6 Mount(s) (8) (F) 5” /54single (rof:1) Crew:____________ Radar: B Sonar: P Load Rng ( Acc ) Dmg [DP gun mod] plenty 2.target (S) Mk141 (rof:1) 1 Harpoon _________________________________________________________________________________________ A (F) Mk16 (rof:1) 4 ASROC  5’ +2 turns @ 13” ( 7+ ) 1/3D6 [ n/a ] /Mk 50 ASW torps _________________________________________________________________________________________ (A) SH . Dipping sonar can only be used when the helicopter is stationary.2F Helo 1 Mk 46 NEARTIP ASW torp 2 turns @ 9“ ( 7+) 1/3D6 or 3 turns @ 6” ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.25’ ( 11+ ) 1/2D6 ( 19+ ) v. msl.

: 1 ECM Str. 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 ASW torps  2 turns @ 9“ ( 7+) 1/3D6 or 3 turns @ 6” (SF) TT (rof:1) 3 Mk46 NEARTIP ASW torps  ___________________________________________________________________________________________________ D Phalanx CIWS (rof:1) 1 burst 1” ( 13+ ) v msl & str A/C ( 7+ ) v other a/c _________________________________________________________________________________________ (A) 2 SH . 12/22/2010 johnny okane (order #7051525) 55 . (2) A or D DCC: 1 Max. & str.: -3 TCM mod. A/C ( 13+ ) v. Dir. Spd.SURFACE BATTLE GROUP v3.60B Helo 1 Mk46 NEARTIP torp 2 turns @ 9“ ( 7+) 1/3D6 for each/either helo or 3 turns @ 6” or 1 Penguin ASM for each/either helo 4’ ( 9+ ) 1/2D6 [ 0 ] ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. msl.: -6 Mount(s) (7) (M)OTO 76mm (rof:1) {no local control} {360 deg. H. Perry (FFG) Hull Pts.: 7”/4” ECM mod. Dipping sonar can only be used when the helicopter is stationary. Field of Fire} Crew:____________ Radar: A Sonar: P Load Rng ( Acc ) Dmg [DP gun mod] plenty 1’ ( 12+ ) 1/3D6 ( 19+ ) v.: 5 Engine Str.: 1 TCM Str.0 Ship Name:______________________ Ship Class: O.5 feet/turn. Helos have 24 turns of fuel.: 2 Wpn.

: 0 DCC: 1 Max.: 0 TCM mod.target Mk141 Harpoon (rof:1) 1 Harpoon ___________________________________________________________________________________ A or D (F) 76mm (rof:1) plenty 1’ ( 15+ ) 1/6D6 ( 19+ ) v.: 1 Engine Str. msl.: 0 Crew:____________ Radar: B Sonar: none Wpn. Spd. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (2) (3) A Mk141 Harpoon (rof:1) 1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ] 1 .0 Ship Name:______________________ Ship Class: Pegasus (PHM) Hull Pts. a/c ( 13+ ) v.: 0 TCM Str. & str.: 1 ECM Str.SURFACE BATTLE GROUP v3. other a/c 12/22/2010 johnny okane (order #7051525) 56 . Dir.: 12”/4” ECM mod.

Dir.: -4 EMP resistance mod when submerged: -6 Wpn. At speeds of over 5 inches per turn gives a bonus to the searching platform of +1.: 0 ECM mod. Attempts to locate by type P sonar get an additional -2 modifier.: 1 Max.0 Ship Name:______________________ Ship Class: Sea Wolf (SSN) Hull Pts. Exceptional targeting sonar grants a +1 modifier when firing torpedoes.:(7”)5”/2” Radar: B ECM Str.SURFACE BATTLE GROUP v3. Anti-cavitation design means that there is no detection modifier up to a speed of 5 inches per turn.: 1 TCM mod.:(1)4 DCC: 1 Crew: Good Engine Str. 12/22/2010 johnny okane (order #7051525) 57 . (1) A Mount(s) (1) P&S/B)TT(rof:2) Load Rng ( Acc ) Dmg [DP gun mod] 9 Mk 48 torps  ADCAP  7 turns @ 10” ( 6+ ) 2D6 DP/wire 3 turns @ 15” 2 Tomahawk  2 Harpoon  62’ ( 7+ ) 2D6+2 [ 0 ] 17’ (7+ ) 1D6 [ 0 ] Extra extra quiet design.: 0 Sonar: P TCM Str. Spd.

AMRAAM. Dipping sonar can only be used when the helicopter is stationary. GBU-10 .: 2 Wpn. Maverick (see aircraft forms) ________________________________________________________________________________________ ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. Mk82-500# bombs. & str.SURFACE BATTLE GROUP v3.: 6”/2” ECM mod.: 39 Engine Str. A/C ( 13+ ) v. Dir. (3) A or D DCC: 2 Max.0 Ship Name:______________________ Ship Class: Tarawa (LHA) Hull Pts.5 feet/turn.CH-46D/E Helos or 1 . msl.: -6 Mount(s) (12) (PB) 5”/54 single (rof:1) (SB) 5”/54 single (rof:1) Crew:___________ Radar: A Sonar: none Load Rng ( Acc) Dmg [DP gun mod] plenty plenty 2. Spd.: 2 ECM Str. msl.CH-53D Helos or 26 . ASW A/C  (S) 20mm single (rof:1) plenty (S) 20mm single (rof:1) (S) 20mm single (rof:1) ________________________________________________________________________________________ D (P) Phalanx CIWS (rof:1) 1 burst 1” ( 13+ ) v msl & str A/C D (S) Phalanx CIWS (rof:1) 1 burst ( 7+ ) v ASW A/C ________________________________________________________________________________________ 19 . 25mm rotary. 12/22/2010 johnny okane (order #7051525) 58 . A/C (P) 20mm single (rof:1) ( 13+ ) v.Harrier AV-8B if 4 helos are removed AIM-9L. Helos have 24 turns of fuel. ASW A/C ________________________________________________________________________________________ Local (P) 20mm single (rof:1) plenty 3” ( 15+ ) 1/6D6 (P) 20mm single (rof:1) ( 19+ ) v.25’ ( 11+ ) 1/3D6 ( 19+ ) v. & str.: -6 TCM mod.: 2 TCM Str.

: 8”/3” ECM mod.: 2 TCM Str. msl.SURFACE BATTLE GROUP v3.: 1 Wpn. other a/c _________________________________________________________________________________________________________ D (P) Phalanx CIWS 1 burst 1” ( 13+ ) v msl & str a/c D (S) Phalanx CIWS 1 burst ( 7+ ) v other a/c _________________________________________________________________________________________________________ (P)TT (rof:1) 3 Mk46 NEARTIP torps  2 turns @ 9“ ( 7+) 1/3D6 ASW {1 turn to reload} or 3 turns @ 6” (S)TT (rof:1) 3 Mk46 NEARTIP torps  ASW {1 turn to reload} _________________________________________________________________________________________________________ A (P) Mk141 Harpoon 1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ] (S) Mk141 Harpoon 1 Harpoon _________________________________________________________________________________________________________ (A) 2-SH-2F Helos 1 Mk46 NEARTIP ASW torp 2 turns @ 9“ ( 7+) 1/3D6 or 3 turns @ 6” ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.: -3 Mount(s) (12) (F) Mk41VLS (rof:7) Crew:____________ Radar: A Sonar: P Load Rng ( Acc ) Dmg [DP gun mod] 15 Standard  15’ ( 7+ ) 1/6D6 [ -2 ]   A or D (A) Mk41VLS (rof:7) 15 Standard  A or D         _________________________________________________________________________________________________________ A or D (F)5”/54 single (rof:1) plenty 2. Helos have 24 turns of fuel. Dipping sonar can only be used when the helicopter is stationary.0 Ship Name:______________________ Ship Class: Ticonderoga (CG) {penant 52 and onward} Hull Pts. (8) A or D A or D DCC: 2 Max. 12/22/2010 johnny okane (order #7051525) 59 .5 feet/turn. & str. Spd. Dir.25’ ( 11+ ) 1/2D6 (A)5”/54 single (rof:1) plenty ( 19+ ) v. a/c ( 13+ ) v.: 2 ECM Str.: -6 TCM mod.:13 Engine Str.

: 0 DCC: 1 Max.25’ ( 11+ ) 1/2D6 __________________________________________________________________________________________________ A (PB) Mk141(rof:1) 1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ] 1 .5 feet/turn.: 2 ECM Str.5”/3” ECM mod.: -6 TCM mod.target (SQ) Mk141(rof:1) 1 Harpoon __________________________________________________________________________________________________ (PB) TT (rof:1) 1 Mk46 ASW torp 2 turns @ 9“ ( 7+) 1/3D6 (SB) TT (rof:1) 1 Mk46 ASW torp __________________________________________________________________________________________________ A or D (A) MK10 (rof:1) 10 Std msl  15’ ( 7+ ) 1/6D6 [ -2 ] A or D  5 ASROC  5’ +2 turns @ 13” ( 7+ ) 1/3D6 [ n/a ] /Mk 50 ASWtorps __________________________________________________________________________________________________ D (PB+P) Phalanx CIWS (rof:1) 1 burst  1” ( 13+ ) v msl & str A/C D (SB+S) Phalanx CIWS (rof:1) 1 burst ( 7+ ) v other a/c __________________________________________________________________________________________________ (A) SH-2 Helo 1Mk46 NEARTIP 2 turns @ 9“ ( 7+) 1/3D6 ASW torp or 3 turns @ 6” ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.SURFACE BATTLE GROUP v3. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (6) (9) A or D (F) 5”/54 single (rof:1) plenty  2.: 7.: 16 Engine Str. Helos have 24 turns of fuel.: 0 Crew:____________ Radar: A Sonar: A Wpn.: 2 TCM Str. Dir.0 Ship Name:______________________ Ship Class: Truxtun (CGN) Hull Pts. Dipping sonar can only be used when the helicopter is stationary. 12/22/2010 johnny okane (order #7051525) 60 . Spd.

: -3 Mount(s) (7) (F) 114 single Crew:____________ Radar: A Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] plenty 1.SURFACE BATTLE GROUP v3.: 1 Wpn. Helos have 24 turns of fuel. Dipping sonar can only be used when the helicopter is stationary.: 7. Spd.: 2 TCM Str.: 6 Engine Str.: 1 ECM Str.: -6 TCM mod. 12/22/2010 johnny okane (order #7051525) 61 . & str. msl.5 feet/turn.75’ ( 12+ ) 1/6D6 ( 19+ ) v.K. Hull Pts. A/C ( 13+ ) v. Dir.5”/4” ECM mod. (2) A or D DCC: 1 Max. ASW A/C _______________________________________________________________________________________ Local (P) 20mm single plenty 3” ( 15+ ) 1/6D6 Local (S) 20mm single plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ A or D (A) Seacat Launcher (rof:2) 5 Sea Cat msls 1’ ( 15+ ) 1/6D6 [ 0 ]  _______________________________________________________________________________________ (PB/SB) TT (rof:1) 1 Stingray ASW torp 2 turns @ 11” ( 7+ ) 1/3D6 _______________________________________________________________________________________ A (B) MM38 Exocet lnchr (rof:1) 1 MM38 msl 6’ ( 7+ ) 2/3D6 [ -1 ] _______________________________________________________________________________________ (A) 1 Lynx helo 1 Stingray ASW torp 2 turns @ 11” ( 7+ ) 1/3D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.0 Ship Name:_________________ Ship Class: Amazon-Type21 (FFG) U.

: 0 Sonar: none TCM mod. Hull Pts.SURFACE BATTLE GROUP v3.0 Ship Name:__________ Ship Class: Sir Bedivere (LST) U. no hanger 12/22/2010 johnny okane (order #7051525) plenty 62 .: 0 Mount(s) (2) (P) 40mm single (S) 40mm single Load Rng ( Acc ) Dmg [DP gun mod] 3” ( 15+ ) 1/6D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c ___________________________________________________________________________________________ (A) Helo pad. Spd.: 6 Engine Str.K. Dir.: 1 ECM Str.: 0 TCM Str.: 4”/4” Radar: B ECM mod.: 0 Wpn. (0) Local DCC: 1 Crew:____________ Max.

: 2 TCM Str.: 2 ECM Str.K.: 0 Crew:____________ Radar: A Sonar: P Wpn. Hull Pts. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (3) (9) A or D (F) Sea Dart Lnchr (rof:1)  Sea Dart msl 10’ ( 11+ ) 1/6D6 [ -2 ] _______________________________________________________________________________________ A or D (F) 114mm single(rof:1) plenty 1.SURFACE BATTLE GROUP v3.75’ ( 12+ ) 1/6D6 ( 19+ ) v msl & str a/c ( 13+ ) v.: -6 TCM mod. Dir.: 0 DCC: 1 Max.: 7”/3” ECM mod. ASW A/C _______________________________________________________________________________________ Local (P) 20mm single(rof:1) plenty 3” ( 15+ ) 1/6D6 (P) 20mm single(rof:1) ( 19+ ) v msl & str a/c (S) 20mm single(rof:1) ( 13+ ) v other a/c (S) 20mm single(rof:1) (P) 30mm twin(rof:1) (S) 30mm twin(rof:1) 3” ( 16+ ) 1/6D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ A (A) MK10 Limbo DC(rof:2)  DC Salvoes 1” ( 19+ ) 2/3D6 12/22/2010 johnny okane (order #7051525) plenty 63 . Spd.: 11 Engine Str.0 Ship Name:__________ Ship Class: Bristol (DDG) U.

Batch 1} Hull Pts.: 2 TCM Str.0 Ship Name:__________ Ship Class: Broadsword (FFG) U. Dipping sonar can only be used when the helicopter is stationary.: 7.5 feet/turn.: -6 TCM mod.: 6 Engine Str. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (2) (8) D (F) Sea Wolf Lnchr (rof:1)  Sea Wolf msl 1’ ( 7+ ) kill a/c [n/a] _______________________________________________________________________________________ Local (P) 20mm single plenty 3” ( 15+ ) 1/6D6 (S) 20mm single ( 19+ ) v msl & str a/c ( 13+ ) v other a/c (P) 30mm twin(rof:1) (S) 30mm twin(rof:1) plenty 3” ( 16+ ) 1/6D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ A (B) MM38 Exocet(rof:2) 1 missile 6’ ( 7+ ) 2/3D6 [ -1 ] _______________________________________________________________________________________ (A) 324mm TT (rof:1)  Stingray ASW torp 2 turns @ 11” ( 7+ ) 1/3D6 _______________________________________________________________________________________ (A) 1 Lynx helo 1 Stingray ASW torp 2 turns @ 11” ( 7+ ) 1/3D6 or 1 Sea Skua msl 2’ ( 7+ ) 1/6D6 [ 0 ] ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.SURFACE BATTLE GROUP v3.5”/4” ECM mod. {Type 22.: 1 ECM Str.: 0 DCC: 1 Max. 12/22/2010 johnny okane (order #7051525) 64 .K.: 0 Crew:____________ Radar: A Sonar: A Wpn. Helos have 24 turns of fuel. Spd. Dir.

: 0 ECM mod.K. Dir.: 1 TCM mod. (1) A 12/22/2010 johnny okane (order #7051525) Mount(s) (1) (F) 533mm TT(rof:2) Load Rng ( Acc ) Dmg [DP gun mod]  Mk24 (mod1) torps DP wire guided ASW only 8 turns @ 6” ( 7+ ) 2D6+1 or 3 turns @ 8”  Mk8 torps surface only non-homing  Harpoon msls 1 turn @ 9” ( 15+ ) 2D6+1 65 17’ ( 7+ ) 1D6 [ 0 ] .: (1)4 DCC: 1 Crew:____________ Engine Str. Spd.: (7”)4”/4” Radar: A ECM Str.0 Ship Name:__________ Ship Class: Churchill (SSN) U.SURFACE BATTLE GROUP v3.: -4 EMP resistance mod when submerged: -6 Wpn. Hull Pts.: 0 Sonar: A TCM Str.: 1 Max.

: 10 Engine Str. ASW A/C _______________________________________________________________________________________ Local (P) 20mm single plenty 3” ( 15+ ) 1/6D6 (S) 20mm single ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ A (PB) MM38 Exocet(rof:2) 1 missile 6’ ( 7+ ) 2/3D6 [ -1 ] A (SB) MM38 Exocet(rof:2) 1 missile _______________________________________________________________________________________ A or D (P) Sea Cat 1 Sea Cat 1’ ( 15+ ) 1/6D6 [ 0 ] A or D (S) Sea Cat 1 Sea Cat _______________________________________________________________________________________ (PB) TT (rof:1) 1 Stingray ASW torp 2 turns @ 11” ( 7+ ) 1/3D6 (SB) TT (rof:1) 1 Stingray ASW torp _______________________________________________________________________________________ A or D (A) Seaslug (rof:2) 8 Seaslug  6’ ( 13+ ) 2/3D6 [ -1 ]  ________________________________________________________________________________________________ (A) 1 Lynx helo 1 Stingray ASW torp 2 turns @ 11” ( 7+ ) 1/3D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. Helos have 24 turns of fuel.: 2 TCM Str.5 feet/turn. & str.: 1 Wpn.: 1 ECM Str. msl. Dir. A/C ( 13+ ) v. Spd.K. (6) A or D DCC: 1 Crew:____________ Max.: -3 Mount(s) (11) (F) 114 twin Load Rng ( Acc ) Dmg [DP gun mod] plenty 1.: 8”/4” Radar: A ECM mod.SURFACE BATTLE GROUP v3. Dipping sonar can only be used when the helicopter is stationary. Hull Pts. 12/22/2010 johnny okane (order #7051525) 66 .: -6 Sonar: A TCM mod.75’ ( 11+ ) 1/3D6 ( 19+ ) v.0 Ship Name:__________ Ship Class: County (DDG) U.

: 0 Wpn. (0) Local DCC: 1 Crew:____________ Max. Dipping sonar can only be used when the helicopter is stationary. 12/22/2010 johnny okane (order #7051525) 67 . Spd.: 1 ECM Str.5 feet/turn.K.5”/4” Radar: A ECM mod.SURFACE BATTLE GROUP v3.: 7 Engine Str.: 0 Sonar: A TCM mod. Dir. Helos have 24 turns of fuel. Hull Pts.: 0 Mount(s) (3) (P) 20mm single (S) 20mm single Load Rng ( Acc ) Dmg [DP gun mod] plenty 3” ( 15+ ) 1/6D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ (A) 2 Lynx helo 1 Mk46 NEARTIP ASW torp 2 turns @ 9” ( 7+ ) 1/3D6 or 3 turns @ 6” or 1 Sea Skua msl 2’ ( 7+ ) 1/6D6 [ 0 ] ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.0 Ship Name:__________ Ship Class: Endurance (Ice Patrol Ship) U.: 0 TCM Str.: 3.

no hanger 12/22/2010 johnny okane (order #7051525) 68 . Dir. (1) A or D DCC: 1 Max. Spd.: 2 ECM Str.: 0 TCM mod.: 0 Mount(s) (5) (F) Sea Cat Lnchr(rof:2) Crew:____________ Radar: B Sonar: none Load Rng ( Acc ) Dmg [DP gun mod]  Sea Cat msls 1’ ( 15+ ) 1/6D6 [ 0 ] (M) Sea Cat Lnchr(rof:2)  Sea Cat msls _______________________________________________________________________________________ Local (P) 40mm single plenty 3” ( 15+ ) 1/6d6 (S) 40mm single ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ (A) Helo deck.0 Ship Name:______________________ Ship Class: Fearless (LPD) UK Hull Pts.: 20 Engine Str.SURFACE BATTLE GROUP v3.: 5”/3” ECM mod.: 0 Wpn.: 0 TCM Str.

Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (2) (20) A or D (P) Sea Cat Lnchr(rof:2)  Sea Cat msl 1’ ( 15+ ) 1/6D6 [ 0 ] A or D (S) Sea Cat Lnchr(rof:2)  Sea Cat msl _______________________________________________________________________________________ Local (P) 40mm single plenty 3” ( 15+ ) 1/6d6 (S) 40mm single ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ 2 Wessex helos – ASW Detection ONLY 2 Harriers (See aircraft forms for armament options) 12 Sea King helos  Mk46 NEARTIP ASW torp 2 turns @ 9” ( 7+ ) 1/3D6 or 3 turns @ 6” ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5 feet/turn.: 0 Crew:____________ Radar: A Sonar: P Wpn.: 7”/3” ECM mod.: 37 Engine Str. Dipping sonar can only be used when the helicopter is stationary.0 Ship Name:______________________ Ship Class: Hermes (CVH) UK Hull Pts. Dir. 12/22/2010 johnny okane (order #7051525) 69 . Spd.: 3 ECM Str.: 2 TCM Str.: 0 DCC: 3 Max.SURFACE BATTLE GROUP v3.: -6 TCM mod. Helos have 24 turns of fuel.

: 2 TCM Str.: 25 Engine Str. Spd.: -6 TCM mod.5 feet/turn.SURFACE BATTLE GROUP v3.: 7”/3” ECM mod. Helos have 24 turns of fuel.0 Ship Name:______________________ Ship Class: Invincible (CVH) UK Hull Pts. 12/22/2010 johnny okane (order #7051525) 70 . Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (5) (18) A or D (F) Sea Dart (rof:2)  Sea Darts 10’ ( 11+ ) 1/6D6 [ -2 ] A or D        _______________________________________________________________________________________ Local (P) 20mm single plenty 3” ( 15+ ) 1/6d6 (S) 20mm single ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ D (P) Goalkeeper CIWS 1 burst 1” ( 13+ ) v msl & str a/c D (S) Goalkeeper CIWS 1 burst ( 7+ ) v other a/c D (S/SQ) Goalkeeper CWIS 1 burst _______________________________________________________________________________________ (A) 2 Harriers See aircraft forms for load out options 1 Sea King AEW helo none 9 Sea King ASW helos 1 Mk46 NEARTIP ASW torp 2 turns @ 9” ( 7+ ) 1/3D6 or 3 turns @ 6” ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.: 0 DCC: 3 Max. Dipping sonar can only be used when the helicopter is stationary. Dir.: 3 ECM Str.: 0 Crew:____________ Radar: A Sonar: P Wpn.

} Hull Pts. ASW A/C _______________________________________________________________________________________ Local (P) 20mm single(rof:1) plenty 3” ( 15+ ) 1/6d6 (P) 20mm single(rof:1) ( 19+ ) v msl & str a/c ( 13+ ) v other a/c ______________________________________________________________________________________ D (P) Phalanx CIWS 1 burst 1” ( 13+ ) v msl & str a/c D (S) Phalanx CIWS 1 burst ( 7+ ) v other a/c _______________________________________________________________________________________ A or D (A) Sea Cat Lnchr (rof:2)  Sea Cat 1’ ( 15+ ) 1/6D6 [ 0 ] _________________________________________________________________________________________________ A (A) Mk10 Limbo DC Lnchr (rof:2)  DC Salvoes 1” ( 19+ ) 2/3d6 _______________________________________________________________________________________ (A) 1 Lynx HAS. Minerva. 12/22/2010 johnny okane (order #7051525) 71 .3 helo 1 Mk46 NEARTIP ASW torp 2 turns @ 9” ( 7+ ) 1/3D6 or 3 turns @ 6” OR one (Fr)AS.: 1 ECM Str.5”/4” ECM mod. Penelope etc.: 0 Mount(s) (8) (F) 114 single Crew:____________ Radar: B Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] plenty 1.: 6 Engine Str.: -6 TCM mod. msl. Helos have 24 turns of fuel. Dir. A/C ( 13+ ) v.0 Ship Name:______________________ Ship Class: Leander/3B (FF) UK {Andromeda.5 feet/turn. (5) A or D DCC: 1 Max. & str.12 15” ( 12+ ) 1/6D6 [ 0 ] OR one Sea Skua 2’ ( 7+ ) 1/6D6 [ 0 ] ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. Spd.: 0 Wpn.: 7.SURFACE BATTLE GROUP v3. Dipping sonar can only be used when the helicopter is stationary.: 2 TCM Str.75’ ( 12+ ) 1/6D6 ( 19+ ) v.

(3) A or D DCC: 1 Max.: -3 TCM mod.5”/4” ECM mod.: 0 Mount(s) (6) (F) 114 single Crew:____________ Radar: B Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] plenty 1.SURFACE BATTLE GROUP v3. Dir. 12/22/2010 johnny okane (order #7051525) 72 .1 helo 1 Mk46 NEARTIP ASW torp 2 turns @ 9” ( 7+ ) 1/3D6 or 3 turns @ 6” OR (Fr)AS.: 1 TCM Str. & str. other A/C _______________________________________________________________________________________ Local (P) 20mm single plenty 3” ( 15+ ) 1/6d6 (S) 20mm single ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ A or D (A) Sea Cat Lnchr (rof:2)  Sea Cat 1’ ( 15+ ) 1/6D6 [ 0 ] _________________________________________________________________________________________________ A (A) Mk10 Limbo DC Lnchr  DC Salvoes 1” ( 19+ ) 2/3D6 _______________________________________________________________________________________ (A) 1 Wasp HAS. Spd.: 4 Engine Str.: 1 ECM Str.75’ ( 12+ ) 1/6D6 ( 19+ ) v. Dipping sonar can only be used when the helicopter is stationary.: 0 Wpn.5 feet/turn.0 Ship Name:______________________ Ship Class: Rothesay (FFG) UK Hull Pts. msl. A/C ( 13+ ) v.12 msl 15” ( 12+ ) 1/6D6 [ 0 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. Helos have 24 turns of fuel.: 6.

: 2 TCM Str. A/C ( 13+ ) v. Dipping sonar can only be used when the helicopter is stationary. Dir. Helos have 24 turns of fuel.: 1 ECM Str.5 feet/turn.0 Ship Name:______________________ Ship Class: Sheffield .75’ ( 12+ ) 1/6D6 ( 19+ ) v. Spd.: -3 Mount(s) (9) (F) 114 single Crew:____________ Radar: A Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] plenty 1.: 6 Engine Str.: 7.5”/4” ECM mod.Type 42 (DDG) UK Hull Pts.: 1 Wpn. & str.: -6 TCM mod. 12/22/2010 johnny okane (order #7051525) 73 . msl. (5) A or D DCC: 1 Max.SURFACE BATTLE GROUP v3. other A/C _______________________________________________________________________________________ Local (P) 20mm single plenty 3” ( 15+ ) 1/6d6 Local (S) 20mm single plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ D (P) Phalanx CIWS 1 burst 1” ( 13+ ) v msl & str a/c D (S) Phalanx CIWS 1 burst ( 7+ ) v other a/c _______________________________________________________________________________________ A or D (F) Sea Dart (rof:2) 6 Sea Dart  10’ ( 11+ ) 1/6D6 [ -2 ] A or D _________________________________________________________________________________________________ (PB) TT (rof:1) 1 Stingray ASW torp 2 turns @ 11” ( 7+ ) 1/3D6 (SB) TT (rof:1) 1 Stingray ASW torp _______________________________________________________________________________________ (A) 1 Lynx helo 1 Stingray ASW torp 2 turns @ 11” ( 7+ ) 1/3D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.

: 0 ECM mod.: -4 EMP resistance mod when submerged: -7 Wpn.SURFACE BATTLE GROUP v3. Spd.: 1 Max.: (1)4 DCC: 1 Crew:____________ Engine Str.: 1 TCM mod. Dir. Mount(s) (1) (B) 533mm TT (rof:2) Load 5   Mk24 (mod 1) DPtorp Rng ( Acc ) Dmg [DP gun mod] 8 turns @ 6” ( 7+ ) 2D6+1 or 3 turns @ 8” 1Harpoon  17’ ( 7+ ) 1D6 [ 0 ] __________________________________________________________________________________________________ Extra quiet design.5”)7”/4” Radar: B ECM Str.: 0 Sonar: P TCM Str. Attempts to locate by type P sonar get an additional -1 modifier 12/22/2010 johnny okane (order #7051525) 74 .0 Ship Name:______________________ Ship Class: Swiftsure (SSN) UK Hull Pts.: (7.

: (8”)7”/4” Radar: B ECM Str. Attempts to locate by type P sonar get an additional -1 modifier 12/22/2010 johnny okane (order #7051525) 75 .SURFACE BATTLE GROUP v3. Spd.: 0 Sonar: P TCM Str.: -4 EMP resistance mod when submerged: -7 Wpn.0 Ship Name:______________________ Ship Class: Trafalgar (SSN) UK Hull Pts. Mount(s) (1) (B) TT (rof:2) Load 5   Mk24 (mod 1) DP/wire torp Rng ( Acc ) Dmg [DP gun mod] 8 turns @ 6” ( 7+ ) 2D6+1 or 3 turns @ 8” 2 Harpoon  17’ ( 7+ ) 1D6 [ 0 ] __________________________________________________________________________________________________ Extra quiet design.: 1 TCM mod.: 1 Max.: (1)4 DCC: 1 Crew:____________ Engine Str.: 0 ECM mod. Dir.

Spd.: -4 EMP resistance mod when submerged: -7 Wpn.: 1 TCM mod.: 0 ECM mod.: 0 TCM Str.SURFACE BATTLE GROUP v3. Dir. Attempts to locate by type P sonar get an additional -1 modifier 12/22/2010 johnny okane (order #7051525) 76 .: 1 Max.: (2)5 DCC: 1 Engine Str.: (10.5”)5”/4” ECM Str.0 Ship Name:______________________ Ship Class: Akula (SSN) Hull Pts. Mount(s) (1) (B) TT (rof:2) Crew:____________ Radar: C Sonar: P Load Rng ( Acc ) Dmg [DP gun mod] 2 ET-80A torp  DP/wire 2 turns @ 10” ( 9+ ) 2D6 3 turns @ 8” 1 Type 53-68 torp (nuke) 2 turns @ 12” ( 3”k/9”d ) 20kt or 4 turns @ 10” 1 SSN-15 (nuke) 5’ ( 12”k/24”d ) 200kt [ -1 ] __________________________________________________________________________________________________ Extra quiet design.

: 2 TCM Str.0 Ship Name:______________________ Ship Class: Kara (CG) Hull Pts. (8) A or D A or D DCC: 2 Max. Spd. Dipping sonar can only be used when the helicopter is stationary.: 0 Wpn.: 0 Mount(s) (18) (F) SAN-3B (rof:1) (A) SAN-3B (rof:1) (F) SSN-14 (rof:2) Crew:____________ Radar: A Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] 6 SAN-3B  7. 12/22/2010 johnny okane (order #7051525) 77 .25 Helo 1 E45-75A ASW torp 2 turns @ 8” ( 10+ ) 1/2D6 ASW Helicopters have been generalized to carry 1 torpedo (at scale) and have an ECM value of -2.: 14 Engine Str.5’ ( 11+ ) 1/3D6 [ -2 ] 6 SAN-3B  2 SSN-14 (ASW/SSM) 7’ ( 10+ ) 1/3D6 (SSM) [ 0 ]  7’+2 turns @ 8” (10+)1/2D6 (ASW) _______________________________________________________________________________________________________ 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 (P) 76 twin plenty 1’ ( 14+ ) 1/6D6 A or D (S) 76 twin plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _____________________________________________________________________________________________ D (P) 30(r) CIWS 3 bursts  1” ( 13+ ) v msl & str a/c (P) 30(r) CIWS 3 bursts  ( 7+ ) v other a/c D (S) 30(r) CIWS 3 bursts  (S) 30(r) CIWS 3 bursts  _______________________________________________________________________________________________________ (P) TT (rof:1) 2 SET-65 ASW torps 2 turns @ 8” ( 9+ ) 3D6  6 turns @ 6” (S) TT (rof:1) 2 SET-65 ASW torps        _______________________________________________________________________________________________________ (P) RBU 1000 (rof:1) 2 salvoes  3” ( 15+ ) 1/3D6 (S) RBU 1000 (rof:1) 2 salvoes  _______________________________________________________________________________________________________ (F) RBU 6000 (rof:1) 2 salvoes  9” ( 15+ ) 1/3D6 (F) RBU 6000 (rof:1) 2 salvoes  _______________________________________________________________________________________________________ Ka .: 8”/3” ECM mod.: -6 TCM mod. Helos have 24 turns of fuel.SURFACE BATTLE GROUP v3. Dir.: 2 ECM Str.

: 0 Crew:____________ Radar: A Sonar: A Wpn. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (8) (13) A or D (F) SAN-1 (rof:1) 6 SAN-1  4’ ( 15+ ) 1/3D6 [ -1 ] A or D (A) SAN-1 (rof:1) 6 SAN-1  _______________________________________________________________________________________________________ A or D (F) 76 twin plenty 1’ ( 14+ ) 1/6D6 A or D (A) 76 twin plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _____________________________________________________________________________________________ D (P) 30(r) CIWS 3 bursts  1” ( 13+ ) v msl & str a/c (P) 30(r) CIWS 3 bursts  ( 7+ ) v other a/c D (S) 30(r) CIWS 3 bursts  (S) 30(r) CIWS 3 bursts  _______________________________________________________________________________________________________ (P&S) TT (rof:1) 2 SET-65 ASW torps 2 turns @ 8” ( 9+ ) 3D6  or 6 turns @ 6” (F) RBU 6000 2 salvoes  9” ( 15+ ) 1/3D6 _______________________________________________________________________________________________________ A (PQ) SSN-22C (rof:1) 1 SSN-22C 16’ ( 7+ ) 2D6+3 [ -2 ] A (SQ) SSN-22C (rof:1) 1 SSN-22C 1 . no hangar 12/22/2010 johnny okane (order #7051525) 78 .: -3 TCM mod. Dir.: 1 ECM Str. Spd.SURFACE BATTLE GROUP v3.0 Ship Name:______________________ Ship Class: mod .: 1 TCM Str.target _____________________________________________________________________________________________ Helo pad.5”/4” ECM mod.: 0 DCC: 1 Max.: 6 Engine Str.: 8.Kashin (DDG) Hull Pts.

SURFACE BATTLE GROUP v3.0
Ship Name:______________________
Ship Class: Kiev (CVHG)
Hull Pts.: 51
Engine Str.: 3
ECM Str.: 2
TCM Str.: 1

Wpn. Dir.
(11)
A or D
A or D

DCC: 3
Max. Spd.: 8”/2”
ECM mod.: -6
TCM mod.: -3

Mount(s)
(40)
(F) twin 76mm (rof:1)
(A) twin 76mm (rof:1)

Crew:____________
Radar: A
Sonar: A&P

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty
plenty

1’ ( 14+ ) 1/6D6
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_________________________________________________________________________________________________________
D
(PB) 30(r) CIWS
3 bursts 
1” ( 13+ ) v msl & str a/c
(PB) 30(r) CIWS
3 bursts 
( 7+ ) v other a/c
D
(PQ) 30(r) CIWS
3 bursts 
(PQ) 30(r) CIWS
3 bursts 
D
(SB) 30(r) CIWS
3 bursts 
(SB) 30(r) CIWS
3 bursts 
D
(SQ) 30(r) CIWS
3 bursts 
(SQ) 30(r) CIWS
3 bursts 
_________________________________________________________________________________________________________
A
(B) SSN-12 (rof:1)
2 SSN-12 
70’ ( 7+ ) 3D6+6 [ -2 ]
_________________________________________________________________________________________________________
A or D
(F) SAN-3B (rof:1)
9 SAN-3B 
7.5’ ( 11+ ) 1/3D6 [ -2 ]

A or D
(A) SAN-3B (rof:1)
9 SAN-3B 






_________________________________________________________________________________________________________
A or D
(F) SAN-4 (rof:1)
5 SAN-4 
2’ ( 11+ ) 1/6D6 [ -2 ]
A or D
(A) SAN-4 (rof:1)
5 SAN-4 
_________________________________________________________________________________________________________
(F) SUWN-1 (rof:1)
6 FRAS-1 
6’ ( 12”k / 24”d ) 200kt subm’d
(F) RBU-6000 (rof:1)
2 salvoes 
9” ( 15+ ) 1/3D6
(F) RBU-6000 (rof:1)
2 salvoes 
(P) TT (rof:1)
2 SET-65 ASW torps
2 turns @ 8” ( 9+ ) 3D6

or 6 turns @ 6”
(S) TT (rof:1)
2 SET-65 ASW torps

_________________________________________________________________________________________________________
14 helo: Ka-27
1 E45-75A ASW torp
2 turns @ 8” ( 10+ ) 1/2D6
3 helo: Ka-25
1 E45-75A ASW torp
3 a/c: Yak-38 Forger
Choose ONE type of weapon. The amount carried depends on use of drop tanks.
See aircraft sheets for specific details.
AS-10
1.5’ ( 7+ ) 1/2D6 [ 0 ]
Rocket Pod,
3” ( 7+ ) 1/6D6 [rocket]
Bomb, 500#
0 ( 18+ ) 1D6 [bomb]
AA-8
9” ( 9+ ) kill a/c [AA-8]

ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5 feet/turn.
Dipping sonar can only be used when the helicopter is stationary. Helos have 24 turns of fuel.

12/22/2010

johnny okane (order #7051525)

79

SURFACE BATTLE GROUP v3.0
Ship Name:______________________
Ship Class: Kilo (SS)
Hull Pts.: (1)4
DCC: 1
Crew:____________
Engine Str.: 1
Max. Spd.:(5”)3”/4” Radar: C
ECM Str.: 0
ECM mod.: 0
Sonar: P
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -6
Wpn. Dir.
(1)

Mount(s)
(2)
(B) TT (rof:2)

Load

Rng ( Acc ) Dmg [DP gun mod]

3 ET-80A DPtorp 

2 turns @ 10” ( 9+ ) 2D6
or 3 turns @ 8” [wire]

1 Type53-68 Nuke torp

2 turns @ 12” (3”k /9”d) 20kt
or 4 turns @ 10”
subm’d [non-homing]
________________________________________________________________________________________
D
(M) SAN-8 (rof:1)
1 SAN-8
1’ ( 13+ ) kill a/c [ n/a ]

Extra quiet design. Attempts to locate by type P sonar get an additional -1 modifier

12/22/2010

johnny okane (order #7051525)

80

SURFACE BATTLE GROUP v3.0
Ship Name:_____Kirov___________
Ship Class: Kirov (BCGN) {100mm guns unique to this ship}
Hull Pts.: 36
Engine Str.: 3
ECM Str.: 2
TCM Str.: 0

Wpn. Dir.
(11)
A or D

DCC’s: 2
Max. Spd.: 8.5”/2”
ECM mod.: -6
TCM mod.: 0

Mount(s)
(23)
(F) SAN-6 (rof:3)

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

3 SAN-6 

12’ ( 7+ ) 1/2D6 [ -2 ]

A or D
(A) SAN-6 (rof:3)
3 SAN-6 






________________________________________________________________________________________________________
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
(F)SSN-19 (rof:2)
5 SSN-19 
60’ ( 7+ ) 3D6+6 [ -2 ]
________________________________________________________________________ minimum range 1’_____________
(F)RBU 6000 (rof:1)
2 shots 
9” ( 15+ ) 1/3D6
(P)RBU 1000 (rof:1)
2 shots 
3” ( 15+ ) !/3D6
(S)RBU 1000 (rof:1)
2 shots 
________________________________________________________________________________________________________
A
(F)SSN-14(rof:1)
1 SSN-14 (ASW/SSM)
7’ ( 10+ ) 1/3D6 (SSM) [ 0 ]
A

7’+2 turns @ 8” (10+)1/2D6(ASW)
________________________________________________________________________________________________________
D
CIWS (rof:1)
3 bursts 
1” ( 13+ ) v msl & str a/c
CIWS (rof:1)
3 bursts 
( 7+ ) v other a/c
D
CIWS (rof:1)
3 bursts 
CIWS (rof:1)
3 bursts 
D
CIWS (rof:1)
3 bursts 
CIWS (rof:1)
3 bursts 
________________________________________________________________________________________________________
A or D
(A)Auto100 single(rof:1)
plenty
1.5’ ( 12+ ) 1/2D6
(A)Auto100 single(rof:1)
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
________________________________________________________________________________________________________
(P) TT (rof:1)
1 SET-65 ASW torp
2 turns @ 8” ( 9+ ) 3D6
6 turns @ 6”
(S) TT (rof:1)
1 SET-65 ASW torp
________________________________________________________________________________________________________
(A) 5 Ka-25 Helo’s
1 E45-75A ASW torp
2 turns @ 8” ( 10+ ) 1/2D6

ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5 feet/turn.
Dipping sonar can only be used when the helicopter is stationary. Helos have 24 turns of fuel.

12/22/2010

johnny okane (order #7051525)

81

5”/2” ECM mod.: 0 Wpn.SURFACE BATTLE GROUP v3. (11) A or D DCC’s: 2 Max.: 8. Dipping sonar can only be used when the helicopter is stationary. Helos have 24 turns of fuel.: 36 Engine Str.: 0 Mount(s) (24) (F) SAN-6 (rof:3) Crew:____________ Radar: A Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] 12 SAN-6  12’ ( 7+ ) 1/2D6 [ -2 ] A or D (A) SAN-6 (rof:3) 12 SAN-6   ________________________________________________________________________________________________________ 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 (F)SSN-19 (rof:2) 5 SSN-19  60’ ( 7+ ) 3D6+6 [ -2 ] _______________________________________________________ ________________ minimum range 1’_______________ (F)RBU 6000 (rof:1) 2 shots  9” ( 15+ ) 1/3D6 ________________________________________________________________________________________________________ A or D (F)SAN-9 (rof:2) 2 SAN-9  2’ ( 7+ ) kill a/c [ n/a ] A or D (A)SAN-9 (rof:2) 2 SAN-9  ________________________________________________________________________________________________________ D CIWS (rof:1) 3 bursts  1” ( 13+ ) v msl & str a/c CIWS (rof:1) 3 bursts  ( 7+ ) v other a/c D CIWS (rof:1) 3 bursts  CIWS (rof:1) 3 bursts  D CIWS (rof:1) 3 bursts  CIWS (rof:1) 3 bursts  ________________________________________________________________________________________________________ A or D (A)Auto130/70 twin (rof:1) plenty 2.: 2 TCM Str. Dir.5 feet/turn.5’ ( 12+ ) 1D6+2 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c ________________________________________________________________________________________________________ (P) TT (rof:1) 1 SET-65 ASW torp 2 turns @ 8” ( 9+ ) 3D6 6 turns @ 6” (S) TT (rof:1) 1 SET-65 ASW torp ________________________________________________________________________________________________________ (A) 2 Ka-25 Helo’s (A) 3 Ka-27 Helo’s 1 E45-75A ASW torp 2 turns @ 8” ( 10+ ) 1/2D6  ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. 12/22/2010 johnny okane (order #7051525) 82 . Spd.0 Ship Name:____Frunze___________ Ship Class: Kirov (BCGN) Hull Pts.: 3 ECM Str.: -6 TCM mod.

: 0 Crew:____________ Radar: B Sonar: A Mount(s) Load (9) (A) Auto 100mm single (rof:1) plenty (A) Auto 100mm single (rof:1) Rng ( Acc ) Dmg 1.: 0 Wpn.: 8”/4” ECM mod. Dir.: 1 ECM Str. (4) A or D DCC: 1 Max.SURFACE BATTLE GROUP v3.: -3 TCM mod. Spd.0 Ship Name:______________________ Ship Class: Krivak II (FFG) Hull Pts.: 1 TCM Str.5’ ( 12+ ) 1/3D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c __________________________________________________________________________________________________ A or D (F)SAN-4 (rof:1) 5 SAN-4  2’ ( 11+ ) 1/6D6 [ -2 ] A or D (A)SAN-4 (rof:1) 5 SAN-4  __________________________________________________________________________________________________ A (F)SSN-14(rof: 1) 1 SSN-14 (ASW/SSM) 7’ ( 10+ ) 1/3D6 (SSM) [ 0 ]  7’+2 turns @ 8” (10+)1/2D6 (ASW) _________________________________________________________________________________________________ (P) TT {rof:1} 1 SET-65 torpedo (ASW) 2 turns @ 8” ( 9+ ) 3D6 or 6 turns @ 6” (S) TT {rof:1} 1 SET-65 torpedo (ASW) (P) RBU 6000 {rof:1} (S) RBU 6000 (rof:1) 12/22/2010 johnny okane (order #7051525) 2 shots  2 shots  83  9” ( 15+ ) 1/3D6 .: 5 Engine Str.

SURFACE BATTLE GROUP v3.: 8. no hangar 12/22/2010 johnny okane (order #7051525) 84 .: 0 DCC: 2 Max.: 0 Crew:____________ Radar: B Sonar: A Wpn. Spd.: -6 TCM val.: 2 ECM Str.: 7 Engine Str.: 2 TCM Str. Dir. Fokin only} Hull Pts. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (5) (8) A or D (F) SAN-1 (rof:1) 6 SAN-1  4’ ( 15+ ) 1/3D6 [ -1 ] _________________________________________________________________________________________________ (F) RBU 6000 (rof:1) 2 salvoes  9” ( 15+ ) 1/3D6 (P) TT (rof:1) 1 SET-65 torp 2 turns @ 8” ( 9+ ) 3D6 or 6 turns @ 6” (S) TT (rof:1) 1 SET-65 torp _________________________________________________________________________________________________ A or D (A) 76 twin plenty 1’ ( 14+ ) 1/6D6 A or D (A) 76 twin plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ A (F) SSN-3B (rof:1) 1 SSN-3B 60’ ( 7+ ) 3D6+6 [ -1 ] A (A) SSN-3B (rof:1) 1 SSN-3B _______________________________________________________________________________________ Helo pad.5”/4” ECM val.0 Ship Name:_____________________ Ship Class: Kynda (CG) {Kynda or Adm.

: 0 DCC: 2 Max.SURFACE BATTLE GROUP v3.: 0 Crew:____________ Radar: A Sonar: A Wpn.: 2 ECM Str. no hangar 12/22/2010 johnny okane (order #7051525) 85 . Dir.: 8.5”/4” ECM Mod.: -6 TCM mod. Spd.0 Ship Name:__Grozny________ Ship Class: Kynda (CG) Hull Pts.: 7 Engine Str.: 2 TCM Str. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (7) (12) A or D (F) SAN-1 (rof:1) 6 SAN-1  4’ ( 15+ ) 1/3D6 [ -1 ] _________________________________________________________________________________________________ (F) RBU 6000 (rof:1) 2 salvoes  9” ( 15+ ) 1/3D6 (P) TT (rof:1) 1 SET-65 torp 2 turns @ 8” ( 9+ ) 3D6 or 6 turns @ 6” (S) TT (rof:1) 1 SET-65 torp _________________________________________________________________________________________________ A or D (A) 76 twin plenty 1’ ( 14+ ) 1/6D6 A or D (A) 76 twin plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________ A (F) SSN-3B (rof:1) 1 SSN-3B 60’ ( 7+ ) 3D6+6 [ -1 ] A (A) SSN-3B (rof:1) 1 SSN-3B _________________________________________________________________________________________________ D (P) 30(r) CIWS 3 bursts  1” ( 13+ ) v msl & str a/c (P) 30(r) CIWS 3 bursts  ( 7+ ) v other a/c D (S) 30(r) CIWS 3 bursts  (S) 30(r) CIWS 3 bursts  _________________________________________________________________________________________________ Helo pad.

: 2 TCM Str.0 Ship Name:__Varyag________ Ship Class: Kynda (CG) Hull Pts.: 0 Wpn.: 2 ECM Str.: -6 Sonar: A TCM mod. Dir. no hangar 12/22/2010 johnny okane (order #7051525) 86 .SURFACE BATTLE GROUP v3.: 7 Engine Str.: 8. Spd.5”/4” Radar: B ECM mod.: 0 DCC: 2 Crew:____________ Max. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (7) (12) A or D (F) SAN-1 (rof:1) 6 SAN-1  4’ ( 15+ ) 1/3D6 [ -1 ] ________________________________________________________________________________________________ (F) RBU 6000 (rof:1) 2 salvoes  9” ( 15+ ) 1/3D6 (P) TT (rof:1) 1 SET-65 torp 2 turns @ 8” ( 9+ ) 3D6 6 turns @ 6” (S) TT (rof:1) 1 SET-65 torp ________________________________________________________________________________________________ A or D (A) 76 twin plenty 1’ ( 14+ ) 1/6D6 A or D (A) 76 twin plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c ______________________________________________________________________________________ A (F) SSN-3B (rof:1) 1 SSN-3B 60’ ( 7+ ) 3D6+6 [ -1 ] A (A) SSN-3B (rof:1) 1 SSN-3B ________________________________________________________________________________________________ D (P) 30(r) CIWS 3 bursts  1” ( 13+ ) v msl & str a/c (P) 30(r) CIWS 3 bursts  ( 7+ ) v other a/c D (S) 30(r) CIWS 3 bursts  (S) 30(r) CIWS 3 bursts  ________________________________________________________________________________________________ Helo pad.

5’ ( 11+ ) 1/3D6 [ -2 ] A or D (F) SAN-3A (rof:1) 6 SAN-3A  _______________________________________________________________________________________________________ (A) 18 Ka-25 helos 1 E45-75A ASW torp 2 turns @ 8’ (10+ ) 1/2D6 may launch or recover 8 per turn ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.: 0 Crew:____________ Radar: A Sonar: A Wpn.: -6 TCM mod.:23 Engine Str.5”/2” ECM mod.: 2 TCM Str. Dipping sonar can only be used when the helicopter is stationary.: 7.: 0 DCC: 2 Max. Helos have 24 turns of fuel.5 feet/turn.SURFACE BATTLE GROUP v3. 12/22/2010 johnny okane (order #7051525) 87 . (4) Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (24) (F) SUWN-1 (rof:1) 4 FRAS-1  6’ ( 12”k / 24”d ) 200kt subm’d [ n/a ] _______________________________________________________________________________________________________ A or D (P) 57 twin plenty 9” ( 15+ ) 1/6D6 A or D (S) 57 twin plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________________________ (F) RBU-6000 (rof:1) 2 salvoes  9” ( 15+ ) 1/3D6 _______________________________________________________________________________________________________ A or D (F) SAN-3A (rof:1) 6 SAN-3A  7. Dir.0 Ship Name:______________________ Ship Class: Moskva (CHG) Hull Pts.: 2 ECM Str. Spd.

0 Ship Name:______________________ Ship Class: Nanuchka III(FS) Hull Pts.: -3 TCM mod. Dir.:1 TCM Str.SURFACE BATTLE GROUP v3.: 0 DCC: 1 Max.: 2 Engine Str. Spd. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (3) (5) A or D SAN-4 (rof:1) 5 SAN-4  2’ ( 11+ ) 1/6D6 [ -2 ] ________________________________________________________________________________________________ A or D (A)76mm single (rof:1) plenty 1’ ( 15+ ) 1/6D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c (A)CIWS (rof:1) 1” ( 13+ ) v msl & str a/c ( 7+ ) v other a/c _______________________________________________________________________________________ A (PF)SSN-9 (rof:1) 1 SSN-9 15’ ( 7+ ) 2D6+3 [ 0 ] (SF)SSN-9 (rof:1) 1 SSN-9 12/22/2010 johnny okane (order #7051525) 3 bursts  88 .: 1 ECM Str.: 0 Crew:____________ Radar: B Sonar: A Wpn.: 9”/4” ECM mod.

(2) A DCC: 1 Max.: 0 TCM mod.:0 TCM Str.0 Ship Name:______________________ Ship Class: Osa II (PTM) Hull Pts. Dir.: 1 Engine Str.SURFACE BATTLE GROUP v3.: 1 ECM Str.: 9”/4” ECM mod.: 0 Mount(s) (3) (B)SSN-2B/C (rof:1) Crew:____________ Radar: B Sonar: none Load Rng ( Acc ) Dmg [DP gun mod] 1 SSN-2B/C 6’ ( 11+ ) 2D6+2 [ 0 ] ___________________________________________________________________________________________ A or D (F)30mm twin (rof:1) plenty 3” ( 16+ ) 1/6D6 (A)30mm twin (rof:1) plenty ( 19+ ) v msl & str a/c ( 7+ ) v other a/c ______________________________________________________________________________________________________ 12/22/2010 johnny okane (order #7051525) 89 .: 0 Wpn. Spd.

: 1 TCM mod.: 0 Sonar: P TCM Str.: (1)5 DCC:1 Crew:____________ Engine Str.: 0 ECM mod. Dir.: 2 Max.5”)5”/2” Radar: C ECM Str. (1) Mount(s) (4) (P&S/B) TT (rof:2) Load Rng ( Acc ) Dmg [DP gun mod] 2 turns @ 10” (9+) 2D6 3 turns @ 8” [wire] 1 Type53-68 nuke 2 turns @ 12” (3”k/9”d) 20kt sub’d [non-homing] or 4 turns @ 10” 2 Type65 torp  7 turns @ 12” ( 9+ ) 3D6+2 20 turns @ 8” [wake] (surface only) 1 SSN-15 nuke 5’ ( 12’k / 24”d ) 200kt sub’d [ n/a ] 1 SSN-16 ASW 12’ +2 turns @ 8” ( 10+ ) 1/2D6 [ n/a ] _________________________________________________________________________________________________________ A (P&S/B) SSN-19 (rof:2) 7 SSN-19  60’ ( 7+ ) 3D6+6 [ -2 ]  minimum range 1’ 12/22/2010 johnny okane (order #7051525) 4 ET-80A DPtorp  90 .SURFACE BATTLE GROUP v3. Spd.0 Ship Name:______________________ Ship Class: Oscar II (SSGN) Hull Pts.: -4 EMP resistance mod when submerged: -6 Wpn.:(7.

Dir.SURFACE BATTLE GROUP v3.: 0 TCM mod.: 4”/2” ECM mod. (2) A or D DCC: 1 Max.: 0 Mount(s) (3) (F)57mm twin (rof:1) (A)57mm twin (rof:1) Crew:____________ Radar: B Sonar: none Load Rng ( Acc ) Dmg [DP gun mod] 9” ( 15+ ) 1/6D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c ___________________________________________________________________________________ A or D SAN-4 (rof:1) 2 SAN-4  2’ ( 11+ ) 1/6D6 [ -2 ] 12/22/2010 johnny okane (order #7051525) plenty plenty 91 .0 Ship Name:______________________ Ship Class: Ropucha (LST) Hull Pts.: 5 Engine Str.: 0 Wpn.: 2 ECM Str. Spd.: 0 TCM Str.

: 2 TCM Str. Dipping sonar can only be used when the helicopter is stationary.: 8.5”/3” ECM mod.: 23 Engine Str. Helos have 24 turns of fuel.: 0 Mount(s) (17) (F&A)SAN-6 (rof:4) Crew:____________ Radar: B Sonar: A Load Rng ( Acc ) Dmg [DP gun mod] 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)Auto 130mm/70 twin (rof:1) plenty 2.0 Ship Name:______________________ Ship Class: Slava (CG) Hull Pts.SURFACE BATTLE GROUP v3. 12/22/2010 johnny okane (order #7051525) 92 .: 2 ECM Str.5’ ( 12+ ) 1D6+2 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c ___________________________________________________________________________________________________ D (PF) CIWS 3 bursts  1” ( 13+ ) v msl & str a/c (SF) CIWS 3 bursts  ( 7+ ) v other a/c D (PM) CIWS 3 bursts  (SM) CIWS 3 bursts  D (PA) CIWS 3 bursts  (SA) CIWS 3 bursts  ___________________________________________________________________________________________________ (P) TT (rof:1) 1 SET-65 ASW torp 2 turns @ 8” (9+ ) 3D6 or 6 turns @ 6” (S) TT (rof:1) 1 SET-65 ASW torp (P) RBU 6000 (rof:2) 2 salvoes  9” ( 15+ ) 1/3D6 (S) RBU 6000 (rof:2) 2 salvoes  ___________________________________________________________________________________________________ A (F)SSN-12(rof:2) 4 SSN-12  70’ ( 7+ ) 3D6+6 [ -2 ] ___________________________________________________________________________________________________ (A) 1 Ka-27 Helo 1 E45-75A ASW torp 2 turns @ 8” ( 10+ ) 1/2D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.: 0 Wpn. Spd.: -6 TCM mod.5 feet/turn. Dir. (8) A or D DCC: 2 Max.

:14 Engine Str.: -6 TCM mod.SURFACE BATTLE GROUP v3.0 Ship Name:______________________ Ship Class: Sovremennyy (DDG) Hull Pts.: 0 Mount(s) (15) (P)CIWS (P)CIWS Crew:____________ Radar: B Sonar: A Load 3 bursts 3 bursts Rng ( Acc ) Dmg [DP gun mod]   1” ( 13+ ) v msl & str a/c ( 7+ ) v other a/c D (S)CIWS 3 bursts  (S)CIWS 3 bursts  ____________________________________________________________________________________________________ (P)RBU 1000 (rof:1) 2 salvoes   3” ( 15+ ) 1/3D6 (S)RBU 1000 (rof:1) 2 salvoes  (P) TT (rof:1) 1 SET-65 ASW torp (S) TT (rof:1) 1 SET-65 ASW torp 2 turns @ 8” ( 9+ ) 3D6 or 6 turns @ 6” __________________________________________________________________ A (F)SSN-22 (rof:1) 1 SSN-22 16’ ( 7+ ) 2D6+3 [ -2 ] 1 .5 feet/turn.5’ ( 12+ ) 1D6+2 (A) Auto130mm/70 twin (rof:1) plenty ( 19+ ) v msl & str a/c ( 13+ ) v other a/c __________________________________________________________________________________________ (A) 1 Ka-27 Helo 1 E45-75A ASW torp 2 turns @ 8” ( 10+ ) 1/2D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. 12/22/2010 johnny okane (order #7051525) 93 .5”/3” ECM mod.target (F)SSN-22 (rof:1) 1 SSN-22 ____________________________________________________________________________________________________ A or D (F)SAN-7 (rof:1) 5 SAN-7  4’ ( 7+ ) 1/3D6 [ -2 ] A or D (A)SAN-7 (rof:1) 5 SAN-7  A or D A or D A or D A or D __________________________________________________________________________________________ A or D (F) Auto130mm/70 twin (rof:1) plenty 2.: 2 ECM Str. Spd. (10) D DCC: 2 Max. Helos have 24 turns of fuel.: 0 Wpn. Dipping sonar can only be used when the helicopter is stationary.: 8.: 2 TCM Str. Dir.

12/22/2010 johnny okane (order #7051525) 94 .: 0 Crew:____________ Radar: B Sonar: A Mount(s) Load (16) (F) Auto 100mm single (rof:1) Plenty Rng ( Acc ) Dmg [DP gun mod] (P) TT (rof:1) 2 turns @ 8” ( 9+ ) 3D6 or 6 turns @ 6” 1. Dir.: -6 TCM mod. Helos have 24 turns of fuel. Spd.5”/3” ECM mod. (7) A or D DCC: 1 Max.: 2 ECM Str.5 feet/turn.0 Ship Name:______________________ Ship Class: Udaloy I(DDG) Hull Pts.SURFACE BATTLE GROUP v3.: 0 Wpn.: 2 TCM Str.: 8.5’ ( 12+ ) 1/3D6 ( 19+ ) v msl & str a/c ( 13+ ) v other a/c _______________________________________________________________________________________________________ (A)RBU 6000 (rof:1) 2 salvoes  9” ( 15+ ) 1/3D6 (A)RBU 6000 (rof:1) 2 salvoes  1 SET-65 torp (S) TT (rof:1) 1 SET-65 torp _______________________________________________________________________________________________________ A or D (F)SAN-9 (rof:1) 4 SAN-9  2’ ( 7+ ) kill a/c only (F)SAN-9 (rof:1) 4 SAN-9  A or D (A)SAN-9 (rof:1) 4 SAN-9  (A)SAN-9 (rof:1) 4 SAN-9  _______________________________________________________________________________________________________ D (P)CIWS 3 bursts  1” ( 13+ ) v msl & str a/c (P)CIWS 3 bursts  ( 7+ ) v other a/c D (S)CIWS 3 bursts  (S)CIWS 3 bursts  _______________________________________________________________________________________________________ A (F)SSN-14 (rof:1) 1 SSN-14 ASW/SSM 7’ ( 10+ ) 1/3D6 (SSM) [ 0 ]  7’+2 turns @ 8” (10+)1/2D6(ASW) A (F)SSN-14 (rof:1) 1 SSN-14 ASW/SSM  _______________________________________________________________________________________________________ 1 Ka-27 Helo 1 E45-75A ASW torp 2 turns @ 8” ( 10+ ) 1/2D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2. Dipping sonar can only be used when the helicopter is stationary.:11 Engine Str.

: 1 Max.: 0 Sonar: P TCM Str. (1) A Mount(s) (2) (P&S/B) TT(rof:1) Load Rng ( Acc ) Dmg [DP gun mod] 2 ET-80A DPtorp  2 turns @ 10” ( 9+ ) 2D6 or 3 turns @ 8” [wire] 1 Type-65 torp 7 turns @ 12” ( 9+ ) 3D6+2 or 20 turns @ 8” [wake] (surface only) 1 SSN-15 5’ ( 12”k / 24”d ) 200kt subm’d [ -1 ] 1 SSN-16 ASW 12’ +2 turns @ 8” ( 10+ ) 1/2D6[ n/a ] _______________________________________________________________________________________________________ Noisy boat.5”)5”/3” Radar: B ECM Str.SURFACE BATTLE GROUP v3.0 Ship Name:______________________ Ship Class: Victor III (SSN) Hull Pts.: (7.: 1 TCM mod.: 0 ECM mod.: (1)4 DCC: 1 Crew:____________ Engine Str. Spd. Dir.: -4 EMP resistance mod when submerged: -6 Wpn. Location by sonar is at a “+3” on the die roll 12/22/2010 johnny okane (order #7051525) 95 .

msl. & str. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (3) (9) A or D (F) 114mm single (rof:1) plenty  1. Spd.: 2 Engine Str. msl. A/C ( 13+ ) v. ASW A/C __________________________________________________________________________________________________ (P) TT (rof:1) 1 SET-40 ASW 2 turns @ 7“ ( 11+) 2/3D6 (S) TT (rof:1) 1 SET-40 ASW __________________________________________________________________________________________________ Local (B) 20mm single (rof:1) plenty 3” ( 15+ ) 1/6D6 See rules (PQ) 20mm single (rof:1) ( 19+ ) v.75’ ( 12+ ) 1/6D6 (no local ( 19+ ) v. Dir. A/C control) ( 13+ ) v. & str.: -6 TCM mod.: 1 DCC: 1 Max.0 Ship Name:______________________ Ship Class: Avland (FF) [Vosper Mk5]{Iranian}{ex-Saam} Hull Pts. ASW A/C __________________________________________________________________________________________________ A or D (A) 35mm/90 OTO twin (rof:1) plenty   6” ( 16+ ) 1/6D6 ( 19+ ) v.: 10”/4” ECM mod. A/C (SQ) 20mm single (rof:1) ( 13+ ) v. ASW A/C __________________________________________________________________________________________________ A (PQ/SQ) 1PA-25A (rof:1) 1 C-802 SSM 14’ ( 11+ ) 2/3D6 __________________________________________________________________________________________________ (A) Depth Charge rack (rof:1) 5 DC  1” ( 19+ ) 2/3D6 12/22/2010 johnny okane (order #7051525) 96 .: -3 Crew:____________ Radar: B Sonar: P Wpn. msl. & str.SURFACE BATTLE GROUP v3.: 2 TCM Str.: 1 ECM Str.

SURFACE BATTLE GROUP v3.0
Ship Name:______________________
Ship Class: Bayandor (PS) [Iran] {ex-US PF103}
Hull Pts.: 2
Engine Str.: 1
ECM Str.: 0
TCM Str.: 0

Wpn. Dir.
(2)
A or D

DCC: 1
Max. Spd.: 5”/4”
ECM mod.: 0
TCM mod.: 0

Mount(s)
(4)
(F) 76mm single (rof:1)
(A) 76mm single (rof:1)

Crew:____________
Radar: B
Sonar: A

Load

1’ ( 15+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
A or D
(A) 40mm twin (rof:1)
plenty
3” ( 15+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
Local
(F) 20mm single (rof:1)
plenty
3” ( 15+ ) 1/6D6
See rules
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________

12/22/2010

johnny okane (order #7051525)

plenty 

Rng ( Acc ) Dmg [DP gun mod]

97

SURFACE BATTLE GROUP v3.0
Ship Name:______________________
Ship Class: Kaman (PTG) [Iran] {ex-Combattante II, France}
Hull Pts.: 1
Engine Str.: 1
ECM Str.: 1
TCM Str.: 0

DCC: 1
Max. Spd.: 9”/4”
ECM mod.: -3
TCM mod.: 0

Crew:____________
Radar: B surface search only
Sonar: none

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(3)
(3)
A
(PQ/SQ) 1PA-25A (rof:1)
1 C-802 SSM
14’ ( 11+ ) 2/3D6 [ -1 ]
__________________________________________________________________________________________________
A or D
(F) 76mm OTO Melara(rof:1)
plenty
1’ ( 12+ ) 1/3D6
No Local Control
__________________________________________________________________________________________________
A or D
(A) Bofors 40mm single (rof:1)
plenty
3” ( 15+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________

12/22/2010

johnny okane (order #7051525)

98

SURFACE BATTLE GROUP v3.0
Ship Name:______________________
Ship Class: Tareq (SS) [Iranian] {ex-USSR Kilo class}
Hull Pts.: (1)4
DCC: 1
Crew:____________
Engine Str.: 1
Max. Spd.:(5”)3”/4” Radar: C surface search only
ECM Str.: 0
ECM mod.: 0
Sonar: A
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -6
Wpn. Dir.
(1)
A

Mount(s)
(1)
(B) TT (rof:2)

Load

Rng ( Acc ) Dmg [DP gun mod]

2 turns @ 10” ( 9+ ) 2D6
or 3 turns @ 8” [wire]
2 Unnamed torp 
3 turns @ 10” ( 9+ ) 2D6 + 1
[wake ] (surface only)
_____________________________________________________________________________________________________
Extra quiet boat: -1 modifier for location

12/22/2010

johnny okane (order #7051525)

3 ET-80A DPtorp 

99

244s ASW 1 turn @ 10” ( 10+ ) 1/3D6  (B) 324mm TT (rof:1) A.A.: -6 TCM mod. msl. & str. 12/22/2010 johnny okane (order #7051525) 100 .: 2 ECM Str.) AS. Dir.: 0 DCC: 1 Max. ASW A/C __________________________________________________________________________________________________ (B) 324mm Torpedo Tube (rof:1) A.: 4 Engine Str.0 Ship Name:____Comodoro Py___ Ship Class: A.12 15” ( 12+ ) 1/6D6 [ 0 ] OR  Mk46 ASW torp 2 turns @ 10” ( 7+ ) 1/3D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5 feet/turn.: 8”/4” ECM mod.: 2 TCM Str.244s ASW __________________________________________________________________________________________________ A (B) MM38 Exocet Lnchr (rof:1)  Exocet msl 6’ ( 7+ ) 2/3D6 [ -1 ] __________________________________________________________________________________________________ 1 – Alouette III Helo  (Fr. Dipping sonar can only be used when the helicopter is stationary.SURFACE BATTLE GROUP v3.USS Pickens. Helos have 24 turns of fuel. (2) A or D Mount(s) Load Rng ( Acc) Dmg [DP gun mod] (7) (F) 5”/38 twin (rof:1) plenty 1. A/C (A) 5”/38 twin (rof:1) ( 13+ ) v.R. Spd.75’ ( 13+ ) 1/3D6 (F) 5”/38 twin (rof:1) ( 19+ ) v.: 0 Crew:___________ Radar: A Sonar: A Wpn. Gearing class} Hull Pts. Comodoro Py (DDG) {ex.

A.: 6”/4” ECM mod.0 Ship Name:_________________ Ship Class: A.R. ASW A/C 3” ( 15+ ) 1/6D6 ( 19+ ) v. & str. A/C ( 13+ ) v.SURFACE BATTLE GROUP v3.: 2 Engine Str. msl. msl. ASW A/C __________________________________________________________________________________________________ Local (A) 40mm twin (rof:1) plenty 3” ( 15+ ) 1/6D6 ( 19+ ) v. Spd.244s ASW __________________________________________________________________________________________________ A (B) MM38 Exocet Lnchr (rof:1)  Exocet msl 6’ ( 7+ ) 2/3D6 [ -1 ] 12/22/2010 johnny okane (order #7051525) 101 .244s ASW 1 turn @ 10” ( 10+ ) 1/3D6  (B) 324mm TT (rof:1) A.: 2 TCM Str.: 0 Crew:___________ Radar: C Sonar: A Mount(s) (7) (F) 100mm single (rof:1) Load (P) 20mm single (rof:1) (S) 20mm single (rof:1) plenty Rng ( Acc) Dmg [DP gun mod] plenty 1. msl. & str. A/C ( 13+ ) v.: 1 ECM Str. & str. ASW A/C __________________________________________________________________________________________________ (B) 324mm Torpedo Tube (rof:1) A. A/C ( 13+ ) v.: 0 Wpn. Dir. Drummond (FFG) {Fr.: -6 TCM mod. (2) A or D DCC: 1 Max. A-69 class} Hull Pts.5’ ( 14+ ) 1/3D6 ( 19+ ) v.

(4) A or D A or D Mount(s) Load Rng ( Acc) Dmg [DP gun mod] (8) (P) 76mm twin (rof:1) plenty 1’ ( 14+ ) 1/6D6 (S) 76mm twin (rof:1) ( 19+ ) v.0 Ship Name:_________________ Ship Class: A.US Fletcher class} Hull Pts.244s ASW 1 turn @ 10” ( 10+ ) 1/3D6  (B) 324mm TT (rof:1) A.R. A/C (A) 76mm twin (rof:1) ( 13+ ) v. ASW A/C __________________________________________________________________________________________________ A (P) Mk10 Hedgehog Lnchr(rof:1) Salvoes 1” ( 17+ ) 1/3D6 (S) Mk10 Hedgehog Lnchr(rof:1) Salvoes __________________________________________________________________________________________________ Local (B) 324mm Torpedo Tube (rof:1) A. msl.: 0 Crew:___________ Radar: A Sonar: A Wpn.: 4”/4” ECM mod. & str. Spd.: 3 Engine Str.: 0 DCC: 1 Max. Garcia (DD) {ex. Dir.: 1 TCM Str.244s ASW (F) 533mm Torpedo Tubes (rof:1) Mk14 torp surface non-homing 12/22/2010 johnny okane (order #7051525) 102 1 turn @ 10” ( 15+ ) 1D6+2 [ n/a ] .: 1 ECM Str.SURFACE BATTLE GROUP v3.: -3 TCM mod.A.

A. Spd.0 Ship Name: General Belgrano Ship Class: A. & str.: 0 DCC: 2 Max.: 2 ECM Str.: 6”/3” ECM mod. ASW A/C (F) 5”/25 single (rof:1) A or D (A) 5”/25 single (rof:1) (A) 5”/25 single (rof:1) (A) 5”/25 single (rof:1) (A) 5”/25 single (rof:1) __________________________________________________________________________________________________ Local (F) 40mm Quad (rof:1) plenty 3” ( 14+ ) 1/6D6 (A) 40mm Quad (rof:1) ( 19+ ) v. no helos on board 12/22/2010 johnny okane (order #7051525) 103 .5 ( 14+ ) 2/3D6 (F) 6” triple (rof:1) A (A) 6” triple (rof:1) (A) 6” triple (rof:1) (M) 6” triple (rof:1) may fire to either port OR starboard sides buy not fore or aft __________________________________________________________________________________________________ A or D (F) 5”/25 single (rof:1) plenty 1. msl. A/C ( 13+ ) v. A/C ( 13+ ) v. Dir.: -6 TCM mod.SURFACE BATTLE GROUP v3. msl.R.: 2 TCM Str. Mount(s) Load Rng ( Acc) Dmg [DP gun mod] (6) (25) MANUAL RELOAD A or D (PB) Sea Cat (rof:2)  Sea Cat msls 1’ ( 15+ ) 1/6D6 [ 0 ] A or D (SB) Sea Cat (rof:2)                   MAY FIRE EVERY OTHER TURN _________________________________________________________________________________________________ A (F) 6” triple (rof:1) plenty 2. & str. General Belgrano (CL) {ex.25’ ( 11+ ) 1/6D6 (F) 5”/25 single (rof:1) ( 19+ ) v. & str. ASW A/C __________________________________________________________________________________________________ (A) Helo Pad & Hangar with capacity of 2. ASW A/C 3” ( 15+ ) 1/6D6 ( 19+ ) v. ASW A/C (P) 40mm twin (rof:1) (P) 40mm twin (rof:1) (P) 40mm twin (rof:1) (S) 40mm twin (rof:1) (S) 40mm twin (rof:1) (S) 40mm twin (rof:1) plenty (P) 20mm single (rof:1) (S) 20mm single (rof:1) plenty 3” ( 15+ ) 1/6D6 ( 19+ ) v.USS Phoenix. & str. Brooklyn class} Hull Pts. msl. A/C ( 13+ ) v. A/C (F) 5”/25 single (rof:1) ( 13+ ) v.: 0 Crew:___________ Radar: B Sonar: A Wpn. msl.: 19 Engine Str.

Dir. Helos have 24 turns of fuel. Dipping sonar can only be used when the helicopter is stationary.244s ASW 1 turn @ 10” ( 10+ ) 1/3D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.A.R.12 15” (12+) 1/6D6 [ 0 ] OR A. Spd.: -6 TCM mod.: 0 Wpn. msl.0 Ship Name:_________________ Ship Class: A.) AS.: 7.5 feet/turn. & str. ASW A/C __________________________________________________________________________________________________ Local (P) 20mm single (rof:1) plenty 3” ( 15+ ) 1/6D6 (S) 20mm single (rof:1) ( 19+ ) v.5”/4” ECM mod.75’ ( 12+ ) 1/6D6 ( 19+ ) v.: 2 TCM Str.: 5 Engine Str.244s ASW 1 turn @ 10” ( 10+ ) 1/3D6  (S) 324mm TT (rof:1) A. ASW A/C __________________________________________________________________________________________________ (P) 324mm Torpedo Tube (rof:1) A.: 0 Crew:___________ Radar: A Sonar: A Mount(s) (9) (F) Sea Dart (rof:2) Load Rng ( Acc) Dmg [DP gun mod]  Sea Dart 10’ ( 11+ ) 1/6D6 [ -2 ] (F) 114mm single (rof:1) plenty 1.SURFACE BATTLE GROUP v3. (2) A or D DCC: 1 Max. A/C ( 13+ ) v.: 2 ECM Str. & str. 12/22/2010 johnny okane (order #7051525) 104 . A/C ( 13+ ) v. Hercules (DDG) Hull Pts.244s ASW __________________________________________________________________________________________________ A (P) MM38 Exocet Lnchr (rof:1)  Exocet msl 6’ ( 7+ ) 2/3D6 [ -1 ] (S) MM38 Exocet Lnchr (rof:1)  Exocet msl __________________________________________________________________________________________________ 1 – Alouette III Helo  (Fr. msl.

Dir. (0) Crew:___________ Radar: C (surface search only) Sonar: A Mount(s) Load (1) (B) 533mm Torpedo tubes (rof:2)  SST-4 torps wire guided.R.: 1 Max. 12/22/2010 johnny okane (order #7051525) 105 .: 0 ECM mod.5”)2.: 0 TCM Str.A. Spd.: (5.5” /4” ECM Str.: 0 TCM mod.: (1)4 DCC: 1 Engine Str. surface targets only  Mk37 torps ASW Rng ( Acc) Dmg [DP gun mod] 2 turns @ 9” ( 7+ ) 2D6 [n/a] or 4 turns @ 8” 2 turns @ 6” ( 9+ ) 2D6+1 [n/a] or 7 turns @ 4” Due to exceptional sonar ranging capabilities this boat receives a “+1” to its attack roll.0 Ship Name:_________________ Ship Class: A. Salta (SS) {ex-FRG Type 209 class} Hull Pts.SURFACE BATTLE GROUP v3.: 0 EMP resistance mod when submerged: -6 Wpn.

(0) 12/22/2010 johnny okane (order #7051525) Crew:___________ Radar: C (surface search only) Sonar: P Mount(s) Load (1) (B) 533mm Torpedo tubes (rof:3)  Mk14 torps  surface only 106 Rng ( Acc) Dmg [DP gun mod] 1 turn @ 10” ( 15+ ) 1D6+2 [ n/a ] .: 0 ECM mod.: (3.5” /4” ECM Str.: (1)4 DCC: 1 Engine Str. Spd. Dir.5”)4.: 0 TCM mod.0 Ship Name:_________________ Ship Class: A.: 0 TCM Str.: 1 Max.A.SURFACE BATTLE GROUP v3.: 0 EMP resistance mod when submerged: -6 Wpn.R. Santa Fe (SS) {ex-US Guppy I class} Hull Pts.

Dipping sonar can only be used when the helicopter is stationary. Sumner class} Hull Pts. ASW A/C __________________________________________________________________________________________________ (B) 324mm Torpedo Tube (rof:1) A. Spd. ASW A/C __________________________________________________________________________________________________ A or D (A) 76mm twin (rof:1) plenty 1’ ( 14+ ) 1/6D6 (A) 76mm twin (rof:1) ( 19+ ) v.: 7.SURFACE BATTLE GROUP v3.R.: 0 DCC: 1 Max.244s ASW __________________________________________________________________________________________________ A (B) Mk10 Hedgehog Lnchr (rof:1)  salvoes 1” ( 17+ ) 1/3D6 Takes one turn to reload __________________________________________________________________________________________________ A (B) MM38 Exocet Lnchr (rof:1)  Exocet msl 6’ ( 7+ ) 2/3D6 [ -1 ] __________________________________________________________________________________________________ 1 – Alouette III Helo  (Fr. A/C ( 13+ ) v. & str.244s ASW 1 turn @ 10” ( 10+ ) 1/3D6  (B) 324mm TT (rof:1) A.5 feet/turn.USS Allen M.75’ ( 13+ ) 1/3D6 (F) 5”/38 twin (rof:1) ( 19+ ) v. Helos have 24 turns of fuel.: 1 TCM Str.: 0 Crew:___________ Radar: A Sonar: A Wpn.12 15” (12+) 1/6D6 [ 0 ] OR  Mk46 torp ASW 2 turns @ 10” ( 7+ ) 1/3D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5”/4” ECM mod.0 Ship Name:_________________ Ship Class: A.: 2 ECM Str. Dir. A/C (A) 5”/38 twin (rof:1) ( 13+ ) v. (4) A or D Mount(s) Load Rng ( Acc) Dmg [DP gun mod] (10) (F) 5”/38 twin (rof:1) plenty 1. msl. 12/22/2010 johnny okane (order #7051525) 107 . msl. & str.A.: 4 Engine Str.: -3 TCM mod. Sequi (DDG) {ex.) AS.

: 4. A/C (A) 40mm single(rof:1) ( 13+ ) v. Veinticinco de Mayo (CVL) Hull Pts.) AS. ASW A/C (A) 40mm single(rof:1) (P) 40mm single(rof:1) (S) 40mm single(rof:1) (S) 40mm single(rof:1) (S) 40mm single(rof:1) (S) 40mm single(rof:1) ____________________________________________________________________________________________ 3 .: 2 TCM Str.: 2 ECM Str. & str. Dipping sonar can only be used when the helicopter is stationary.SURFACE BATTLE GROUP v3. (0) Local Mount(s) Load Rng ( Acc) Dmg [DP gun mod] (23) (F) 40mm single(rof:1) plenty 3” ( 15+ ) 1/6D6 (F) 40mm single(rof:1) ( 19+ ) v.A. Spd.0 Ship Name: Veinticinco de Mayo Ship Class: A. Helos have 24 turns of fuel.A-4Q Skyhawks (see aircraft form for details 6 .: 25 Engine Str.5 feet/turn.: -6 TCM mod.12 OR A.: 0 DCC: 3 Max.244s ASW 15” (12+) 1/6D6 [ 0 ] 1 turn @ 10” ( 10+ ) 1/3D6 ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.R.S-2E ASW planes (see aircraft form for details) 4 – SH-3D Sea King Helos  Mk46 torpedo ASW 2 turns @ 10” ( 7+ ) 1/3D6 1 – Alouette III Helo  (Fr.5”/3” ECM mod. Dir. 12/22/2010 johnny okane (order #7051525) 108 .: 0 Crew:___________ Radar: A Sonar: none Wpn. msl.

Ship Name:______________________ Ship Class: Generic Freighter (AF) Hull Pts. only ECM Str. None DCC: 0 Max. ALL Aircraft **If a small weapon hits the speedboat and rolls a “0” for damage the crew must “heave to” and roll to save the boat. etc.: 0 TCM mod.0 Ship Name:______________________ Ship Class: Generic Pirate Speed Boats Hull Pts.: 5”/2” Radar: Navig.: 0 Ship Name:______________________ Ship Class: Generic Super Tanker (XAF-O) Hull Pts. only ECM Str. **The RPG-7 causes only 1/6D6 damage against combat vessels. Otherwise the boat is sunk.: 0 Ship Name:______________________ Ship Class: Generic Tanker (AO) Hull Pts. etc. **The RPG-7 causes only 1/6D6 damage against combat vessels. Dir. Local Local  DCC: 0 Max.: 0 Mount(s) Hand held RPG-7 (rof:3) Crew:_______ Radar: none Sonar: none Load RPG-7  Rng ( Acc ) Dmg [ DP gun mod ] 0.: 0 Sonar: depth only TCM Str. Spd.5” (3+) 2/3D6** (21+) vs.: 0* Engine Str.: 0 TCM mod. ALL Aircraft 6” (9+) kill aircraft **If a small weapon hits the cabin cruiser and rolls a “0” for damage the crew must “heave to” and roll to save the boat.: 0 Sonar: depth only TCM Str.: 2 Max. get 2/3D6. only ECM Str.: 0 12/22/2010 johnny okane (order #7051525) 109 . freighters.: 4”/1” Radar: Navig.: 0 ECM mod.: 0 TCM Str.: 10”/9” ECM mod. Spd.: 6 DCC: 1 Crew:_______ Engine Str. Spd. Ship Name:______________________ Ship Class: Generic Pirate Fishing Boat or Cabin Cruiser Hull Pts.: 0 Sonar: depth only TCM Str.: 0 Wpn.: 10 DCC: 1 Crew:_______ Engine Str.: 1 ECM Str. Spd. Dir.: 1 ECM Str.: 0 ECM mod.: 1 Max. Spd. freighters.: 0* Engine Str. Otherwise the boat is sunk. get 2/3D6.SURFACE BATTLE GROUP v3.: 0 TCM mod.: 0 TCM Str.: 7”/5” ECM mod.: 8 DCC: 1 Crew:_______ Engine Str.: 0 TCM mod.5” (3+) 2/3D6** (21+) vs.: 0 ECM mod.: 0 Mount(s) Hand held RPG-7 (rof:4) Hand held SA-7 (rof:3) Crew:_______ Radar: none Sonar: none Load RPG-7    SA-7  Rng ( Acc ) Dmg [DP gun mod ] 0.: 0 TCM mod.: 1 Max.: 0 Wpn.: 5”/2” Radar: Navig.

If the aft hull section is detached hull points are assigned to each section individually.0 Ship Name: Disco Volante III Ship Class: Yacht / Pirate Ship Combined Hulls: Hull Pts. A “Lauch/Recover” order is required to detach. (1) Local A or D Local DCC: 0 Max.: 0 Wpn.: 6”/4” ECM mod.: 1 TCM Str. strike A/C & missles ( 13+ ) v.: 12”/4” ECM Str. ASW A/C (A) 20mm single (rof:1) (A) 20mm single (rof:1) * If the hull sections are joined the Disco Volante has 3 hull points. 12/22/2010 johnny okane (order #7051525) 110 .: 1 ECM Str. (1) A or D Local Mount(s) (1) (B) SAN-6 (rof:2) Hand held SA-7 (rof:3) Load 2 SAN-6  SA-7  Aft Hull Section: (Detached) Hull Pts. It stops in one turn.: 2 DCC: 0 Engine Str.: 1 Max. ASW A/C (A) 20mm single (rof:1) (A) 20mm single (rof:1)  Hydrofoil Section: (Detached) Hull Pts. strike A/C & missles ( 13+ ) v. Spd. Dir.: 1 DCC: 0 Engine Str. Dir.: -3 Wpn.: 0 ECM mod.: 3* Engine Str. (0) Local Local Mount(s) (3) Hand held SA-7 (rof:3) (A) 20mm single (rof:1) Crew:__same___ Radar: C Sonar: A Rng ( Acc ) Dmg [DP gun mod ] 12’ ( 7+) 1/2D6 [ -2 ]  6” (9+) kill aircraft Crew:___same_____ Radar: none Sonar: none Load SA-7  plenty Rng ( Acc ) Dmg 6” (9+) kill aircraft 3“ ( 15+) 1/6D6 ( 19+ ) v. The hydrofoil section may not move faster than 6” until the aft section is detached. Dir.SURFACE BATTLE GROUP v3. ** The aft hull section can be detached while in motion. Reattaching must be done at ½” speed. Spd. Spd.: 0 Mount(s) (X) Hand held SA-7 (rof:3) (B) SAN-6 (rof:2) (A) 20mm single (rof:1) Crew:____________ Radar: C Sonar: A Load SA-7  2 SAN-6  plenty Rng ( Acc ) Dmg [DP gun mod ] 6” (9+) kill aircraft 12’ ( 7+) 1/2D6 [ -2 ]  3“ ( 15+) 1/6D6 ( 19+ ) v.: 1 ECM mod.: 0 Wpn.: 0 Max.: 0”/6”** ECM Str.: -3 TCM mod.

1 ECM pod. to Base: Load: 1 gun burst.1 ECM pod. to Base: Load: (1)tail gun burst.(4)AA-10 & (2)AA-11 Supersonic?:Y Crew: In flight refuel? N Plane:MiG-29 (Str) Speed: 7’ to 12’ & 25’ Supersonic?:Y ECM value:-4 Jamming:Pod Crew: Fuel Range:201’ Dist. to Base: Load: 1 gun burst. to Base: Load: (1)tail gun burst.SURFACE BATTLE GROUP v3. (2)AA-10 & (2)AA-11 Supersonic?:Y Crew: In flight refuel? N Plane:Tu-22M Backfire (Bmbr) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming: Internal Fuel Range:1336’ Dist. (2)AS-14 & (1)AA-11 Plane:MiG-29 (Str) Speed: 7’ to 12’ & 25’ Supersonic?:Y ECM value:-4 Jamming:Pod Crew: Fuel Range:242’ Dist. to Base: Load: 1 gun burst.0 Plane: An-74 (AEW) ECM value: 0 Fuel Range:625’ Load: Radar “A” Speed: 5’ to 10’ Jamming:none Dist. (2) drop tanks. to Base: In flight refuel? N Load: 1 gun burst. to Base: In flight refuel? N Load: 1 gun burst. (2)AS-14 & (2)AA-11 Supersonic?:Y Crew: In flight refuel? N Plane:MiG-29 (Str) Speed: 7’ to 12’ & 25’ Supersonic?:Y ECM value:-4 Jamming:Pod Crew: Fuel Range:242’ Dist. (3) AS-6 Supersonic?:Y Crew: In flight refuel? Y Plane:Tu-22M Backfire (Bmbr) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming: Internal Fuel Range:1336’ Dist. (2)AS-12 & (2)AA-11 Supersonic?:Y Crew: In flight refuel? N Plane:MiG-29 (Str) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming:Pod Fuel Range:201’ Dist. (2) drop tanks. to Base: In flight refuel? N Load: 1 gun burst.1 ECM pod. (2) AS-4 Supersonic?:Y Crew: In flight refuel? Y Plane:Tu-22M Backfire (Bmbr) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming: Internal Fuel Range:1336’ Dist. (12) FAB-1000 bombs Supersonic?:Y Crew: In flight refuel? Y 12/22/2010 johnny okane (order #7051525) 111 . (1)TN-1000 nuke & (1)AA-11 Plane:MiG-29 (Str) Speed: 7’ to 12’ & 25’ ECM value:0 Jamming:none Fuel Range:201’ Dist. (2)AS-12 & (1)AA-11 Plane:MiG-29 (Str) Speed: 7’ to 12’ & 25’ Supersonic?:Y ECM value:-4 Jamming:Pod Crew: Fuel Range:242’ Dist.1 ECM pod. to Base: Load: (1)tail gun burst. (2) drop tanks. to Base: In flight refuel? N Load: 1 gun burst. (4)FAB-1000 bombs & (1)AA-11 Plane:MiG-29 (Str) Speed: 7’ to 12’ & 25’ ECM value:0 Jamming:none Fuel Range:201’ Dist.1 ECM pod. to Base: Load: 1 gun burst.1 ECM pod. (2) drop tanks. to Base: Supersonic?:N Crew: In flight refuel? N Plane:MiG-29 (Str) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming:Pod Fuel Range:201’ Dist.

to Base: Load: (1)tail gun burst. (1) AS-6 Supersonic?:Y Crew: In flight refuel? Y Plane: Yak-38 Forger (Str) Speed: 7’ to 12’ Supersonic?: N ECM value: 0 Jamming: none Crew: Fuel Range: 90’ Dist.5’ Jamming: 0 Dist. to Base: Supersonic?: N Crew: In flight refuel? N 112 . to Base: In flight refuel? N Load: 1 drop tank plus 2 AS-10 ASM or 2 FAB-500 UGB or 2 AA-8 AAM or 2 UV-32-57 rockets Plane: Mi – 24E Hind (helo) ECM value: 0 Fuel Range: 63’’ Load: No weapons. to Base: Load: (1)tail gun burst.0 Plane:Tu-22M Backfire (Bmbr) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming: Internal Fuel Range:1336’ Dist. (6) FAB-1000 bombs (2) AS-9 Supersonic?:Y Crew: In flight refuel? Y Plane:Tu-22M Backfire (Bmbr) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming: Internal Fuel Range:1410’ Dist. (18) FAB-500 bombs Supersonic?:Y Crew: In flight refuel? Y Plane:Tu-22M Backfire (Bmbr) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming: Internal Fuel Range:1336’ Dist. 1 squad 12/22/2010 johnny okane (order #7051525) Speed: 2.SURFACE BATTLE GROUP v3. (16) FAB-750 bombs Supersonic?:Y Crew: In flight refuel? Y Plane:Tu-22M Backfire (Bmbr) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming: Internal Fuel Range:1336’ Dist. (1) AS-4 Supersonic?:Y Crew: In flight refuel? Y Plane:Tu-22M Backfire (Bmbr) Speed: 7’ to 12’ & 25’ ECM value:-4 Jamming: Internal Fuel Range:1410’ Dist. to Base: Load: (1)tail gun burst. to Base: Load: (1)tail gun burst. to Base: In flight refuel? N Load: 4 AS-10 ASM or 4 FAB-500 UGB or 4 AA-8 AAM or 4 UV-32-57 rockets Plane: Yak-38 Forger (Str) Speed: 7’ to 12’ Supersonic?: N ECM value: 0 Jamming: none Crew: Fuel Range:109’ Dist. to Base: Load: (1)tail gun burst.

(2) drop tanks. (2) Sidewinders. to Base: In flight refuel? Y Load: (1) Vulcan burst. (4) HARM Supersonic?: Crew: In flight refuel? Y Plane: A7-E Corsair II (Str) Speed: 7’ to 12’ ECM value:0 Jamming: none Fuel Range: 464’ Dist. to Base: Load: (1) Vulcan burst. to Base: Load:(1)drop tank.0 Plane:A-6E Intruder (Bmbr) Speed: 7’ to 12’ ECM value: 0 Jamming: none Fuel Range:382’ Dist. (12) 250# bombs 12/22/2010 johnny okane (order #7051525) 113 . (2) Sidewinders. (22) Mk20 Rockeye bombs Supersonic?: N Crew: In flight refuel? Y Plane:A-6E Intruder (Bmbr) Speed: 7’ to 12’ ECM value: 0 Jamming: none Fuel Range:382’ Dist. (8) Mk82 500# bombs Supersonic?: N Crew: In flight refuel? Y Plane:A-6E Intruder (Bmbr) ECM value: 0 Fuel Range:360’ Load:(5) Mk84 2000# bombs Speed: 7’ to 12’ Jamming: none Dist. (18) Rockeyes Plane: A7-E Corsair II (Str) Speed: 7’ to 12’ Supersonic?: ECM value:0 Jamming: none Crew: Fuel Range: 464’ Dist. (2) Sidewinders. to Base: In flight refuel? Y Load: (1) Vulcan burst. (2) drop tanks. to Base: Supersonic?: N Crew: In flight refuel? Y Plane:A-6E Intruder (Bmbr) ECM value: 0 Fuel Range:382’ Load:(1)drop tank. (1) Harpoon Supersonic?: N Crew: In flight refuel? Y Plane:A-6E Intruder (Bmbr) Speed: 7’ to 12’ ECM value: 0 Jamming: none Fuel Range:405’ Dist. to Base: Load:(1)drop tank. to Base: Load:(1)drop tank. (4) HARM Speed: 7’ to 12’ Jamming: none Dist. (4) Walleye-II Supersonic?: Crew: In flight refuel? Y Plane: A7-E Corsair II (Str) Speed: 7’ to 12’ Supersonic?: ECM value:0 Jamming: none Crew: Fuel Range: 559’ Dist. (3) B57 nukes Supersonic?: N Crew: In flight refuel? Y Plane:A-6E Intruder (Bmbr) Speed: 7’ to 12’ ECM value: 0 Jamming: none Fuel Range:382’ Dist. to Base: Load:(2)drop tanks. (4) Walleye-II Supersonic?: N Crew: In flight refuel? Y Plane:E2-C Hawkeye (AEW) ECM value:0 Fuel Range: 395’ Load: Search Radar “A” Supersonic?:N Crew: In flight refuel? Y Speed: 5’ to 10’ Jamming: none Dist.SURFACE BATTLE GROUP v3. to Base: Supersonic?: N Crew: In flight refuel? Y Plane:A-6E Intruder (Bmbr) Speed: 7’ to 12’ ECM value: 0 Jamming: none Fuel Range:382’ Dist. to Base: Plane: A7-E Corsair II (Str) Speed: 7’ to 12’ ECM value:0 Jamming: none Fuel Range: 464’ Dist. to Base: Load: (1) Vulcan burst. to Base: Load:(1)drop tank. (2) Sidewinders.

to Base: Load: (1) Vulcan burst. (2) drop tanks. (2) Sidewinders. to Base: Load: (1) Vulcan burst. (3) drop tanks. to Base: In flight refuel? Y Load: (1) Vulcan burst. (1) drop tanks. (1) B57 nuke Supersonic?: Crew: In flight refuel? Y Plane: A7-E Corsair II (Str) Speed: 7’ to 12’ ECM value:0 Jamming: none Fuel Range: 464’ Dist. to Base: In flight refuel? Y Load: (1) Vulcan burst. to Base: Load: (1) Vulcan burst. (2) Sidewinders.SURFACE BATTLE GROUP v3. (2) drop tanks. (4) Sparrow Supersonic?: Y Crew: In flight refuel? Y Plane: F15-C Eagle (Ftr) Speed: 7’ to 12’ & 25’ ECM value:0 Jamming: none Fuel Range:459’ Dist. to Base: Load: (1) Vulcan burst. (6) Phoenix [can’t land with 6 Phoenix] Plane: F-14D Tomcat (Ftr) Speed: 7’ to 12’ & 25’ ECM value: 0 Jamming: none Fuel Range: 370’ Dist. (2) Sparrow. (4) Sparrow Plane: F15-C Eagle (Ftr) Speed: 7’ to 12’ & 25’ ECM value:0 Jamming: none Fuel Range:532’ Dist. (8) AMRAAM Supersonic?: Y Crew: In flight refuel? Y Plane: EA-6B Prowler (ECM) ECM value: -4 Fuel Range:257’ Load: none Speed: 7’ to 12’ Jamming: Pod Dist. (2) HARM Speed: 7’ to 12’ Jamming: pods Dist. (4) Phoenix Plane: F15-C Eagle (Ftr) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value:0 Jamming: none Crew: Fuel Range:459’ Dist.0 Plane: A7-E Corsair II (Str) Speed: 7’ to 12’ ECM value:0 Jamming: none Fuel Range: 606’ Dist. to Base: Supersonic?: N Crew: In flight refuel? Y Plane: EA-6B Prowler (ECM) ECM value:-5 Fuel Range:257’ Load: (3) jam pods. (2) drop tanks. to Base: Supersonic?: N Crew: In flight refuel? N 12/22/2010 johnny okane (order #7051525) 114 . to Base: Load: (1) Vulcan burst & Tanker Supersonic?: Y Crew: In flight refuel? Y Plane: F-14D Tomcat (Ftr) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 391’ Dist. to Base: Supersonic?: N Crew: In flight refuel? Y Plane: E-3 Sentry (AEW) ECM value:0 Fuel Range:1093’ Load: Type “A” radar Speed: 5’ to 10’ Jamming: none Dist. (3) drop tanks. (36) 250# bombs Supersonic?: Crew: In flight refuel? Y Plane: F-14D Tomcat (Ftr) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 337’ Dist. (2) Sidewinders. to Base: In flight refuel? Y Load: (1) Vulcan burst. (4) Sidewinders. to Base: Supersonic?: N Crew: In flight refuel? Y Plane: EA-6B Prowler (ECM) ECM value: -6 Fuel Range:257’ Load: (5) jam pods Speed: 7’ to 12’ Jamming: pods Dist.

to Base: Supersonic?: N Crew: In flight refuel? Y Plane: B52-G (Bmbr) Speed: 7’ to 10’ ECM value: 0 Jamming: none Fuel Range: 1980 Dist. (4) Maverick. to Base: In flight refuel? Y Load: (1) Vulcan burst. (1) drop tank. (4) Sidewinder Plane: F/A-18 Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 297’ Dist. (2) HARM. (3) drop tanks.750# bombs Supersonic?: N Crew: In flight refuel? Y Plane: F/A-18 Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 353’ Dist. (4) HARM.SURFACE BATTLE GROUP v3. (2) Sidewinder Plane: F/A-18A Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 353’ Dist. to Base: Load: (51) M117. to Base: In flight refuel? Y Load: (1) Vulcan burst. (2) Sparrow. (3) drop tanks. (1) drop tank. to Base: In flight refuel? Y Load: (1) Vulcan burst. (3) drop tanks. (2) Sidewinder Plane: F/A-18 Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 297’ Dist. to Base: In flight refuel? Y Load: (1) Vulcan burst. (3) drop tanks. (2) Sidewinder Plane: F/A-18A Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 353’ Dist. (2) Sidewinder Plane: F/A-18A Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 297’ Dist. (2) Maverick. to Base: In flight refuel? Y Load: (1) Vulcan burst. (8) Rockeye. (1) drop tank. (2) Sidewinder Plane: F/A-18A Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 297’ Dist. to Base: In flight refuel? Y Load: (1) Vulcan burst. (1) drop tank. (2) Sidewinder Plane: F/A-18A Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 297’ Dist. (4) Harpoon. (2) Harpoon.0 Plane: B52-G (Bmbr) ECM value: 0 Fuel Range: 1980 Load: (8) Harpoon Speed: 7’ to 10’ Jamming: none Dist. (2) Sidewinder 12/22/2010 johnny okane (order #7051525) 115 . to Base: Supersonic?: N Crew: In flight refuel? Y Plane: B52-G (Bmbr) ECM value: 0 Fuel Range: 1980 Load: (8) GBU-15 Speed: 7’ to 10’ Jamming: none Dist. to Base: In flight refuel? Y Load: (1) Vulcan burst. to Base: In flight refuel? Y Load: (1) Vulcan burst. to Base: In flight refuel? Y Load: (1) Vulcan burst. (4) Sparrow. (2) Sidewinder Plane: F/A-18A Hornet (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: none Crew: Fuel Range: 353’ Dist. (1) drop tank.

12/22/2010 johnny okane (order #7051525) 116 . to Base: Supersonic?: N Crew: In flight refuel? N Helo: SH-60H ECM value: -2 Fuel Range: 100’ Load: 1 squad Speed: 2. (24) Mk82 500# bombs Supersonic?: Y Crew: In flight refuel? Y Plane: F-111F (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: -4 Jamming: pod Crew: Fuel Range: 648’ Dist. to Base: In flight refuel? Y Load: (1) Vulcan burst.0 Plane: F-111F (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: -4 Jamming: pod Crew: Fuel Range: 579’ Dist. to Base: In flight refuel? Y Load: 87 sonobouys.5’ Jamming: 0 Dist. to Base: Supersonic?: N Crew: In flight refuel? N Helo: SH-60H ECM value: -2 Fuel Range: 100’ Load: 1 Penguin ASM Speed: 2. (4) drop tanks. (2) drop tanks. to Base: In flight refuel? Y Load: (1) Vulcan burst.SURFACE BATTLE GROUP v3. Type A radar. (1) ECM pod. to Base: Load: (1) Vulcan burst.5’ Jamming: 0 Dist.5’ ECM value: 0 Jamming: 0 Fuel Range: 60’ Dist. (2) Sidewinder Helo: CH-53 (air assault) Speed: 2. 1 Harpoon and 2 Mk46 torps. to Base: Supersonic?: N Crew: In flight refuel? N Helo: SH-60H Speed: 2. (4) GBU-15. (1) ECM pod.5’ ECM value: -2 Jamming: 0 Fuel Range: 100’ Dist. to Base: In flight refuel? Y Load: (1) Vulcan burst. (1) ECM pod.5’ Jamming: 0 Dist. (12) Mk82 500# bombs Plane: F-111F (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: -4 Jamming: pod Crew: Fuel Range: 717’ Dist. (1) B61 nuke. to Base: Load: 1 Mk46 NEARTIP torpedo Supersonic?: N Crew: In flight refuel? N Plane: P-3C Orion (ASW) Speed: 5’ to 10’ Supersonic?: N ECM value: 0 Jamming: 0 Crew: Fuel Range: 1100’ Dist. (1) ECM pod. to Base: Load: 3 squads or 1 platoon plus (2) 20mm(r) cannon Supersonic?: N Crew: In flight refuel? Y Helo: SH-3H ECM value: -2 Fuel Range: 152’ Load: 3 squads Speed: 2. (2) Sidewinder Plane: F-111F (Str) Speed: 7’ to 12’ & 25’ ECM value: -4 Jamming: pod Fuel Range: 579’ Dist.

(3) 2000lb bombs Supersonic?: N Crew: In flight refuel? Y Plane: A-4Q Skyhawk (Str) Speed: 7’ to 12’ Supersonic?: N ECM value: 0 Jamming: none Crew: Fuel Range:300’ Dist.30 [ASM]. to Base: In flight refuel? Y Load:1 600L drop tank.0 Argentina (Malvinas) Plane: A-4Q Skyhawk (Str) Speed: 7’ to 12’ ECM value: 0 Jamming: none Fuel Range:218’ Dist. (2) R550 Magic [ATA] Plane: Mirage F1. to Base: In flight refuel? Y Load: (2) 20mm cannon. (3) 1000lb bombs or BL755 cluster bombs Plane: ECM value: Fuel Range: Load: Speed: Jamming: Dist. to Base: Supersonic?: Crew: In flight refuel? 12/22/2010 johnny okane (order #7051525) 117 .30 [ASM]. to Base: Load: (2) 20mm cannon. to Base: Load: (2) 30mm cannon. (2) 2000lb bombs or M.C (Str) Speed: 7’ to 12’ & 25’ Supersonic?: Y ECM value: 0 Jamming: 0 Crew: Fuel Range: 261’ Dist. (2) Sea Eagle [ASM].SURFACE BATTLE GROUP v3. (2) R550 Magic [ATA] Plane: S-2E Tracker (ASW) ECM value: 0 Fuel Range:200’ Load: (2) Mk46 ASW torps Speed: 5’ to 10’ Jamming: 0 Dist. to Base: Load: (2) 20mm cannon. (3) drop tanks. (2) Sidewinder Supersonic?:N Crew: In flight refuel? Y Plane: Sea Harrier I (Str) Speed:7’ to 12’ Supersonic?:N ECM value: 0 Jamming: none Crew: Fuel Range: 202’ Dist. (1) Drop tank. Supersonic?: N Crew: In flight refuel? Y Pescador missiles [ASM] Plane: Super Etendard (Str) Speed: 7’ to 12” Supersonic?: N ECM value: 0 Jamming: none Crew: Fuel Range: 294’ Dist. to Base: Supersonic?:N Crew: In flight refuel? N British (Falklands) Plane: Sea Harrier I (Str) Speed: 7’ to 12’ ECM value: 0 Jamming: none Fuel Range:155’ Dist. (4) 500lb bombs or LAU-69B [ASR] Plane: A-4Q Skyhawk (Str) Speed: 7’ to 12’ ECM value: 0 Jamming: none Fuel Range:341’ Dist. (2) big drop tanks. to Base: Supersonic?: Crew: In flight refuel? Plane: ECM value: Fuel Range: Load: Speed: Jamming: Dist. (2) AS. to Base: In flight refuel? Y Load: (2) 30mm cannon. to Base: In flight refuel? Y Load: (2) 30mm cannon. (2) AS.

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Questions & Answers:
Let me first say I am impressed with your rules, it has taken a tremendously hard subject and made it
tabletop playable. Gamers are “unfortunately” too weaned upon the min/max spectrum of house rules to
Harpoon. The other unfortunate thing is modern naval warfare is detail.
[I couldn’t agree more. However SBG has, as a core assumption, the premise that the Captain, Commodore or
Admiral is not manning every station on every ship. Even though modern warfare is about execution of detail, the
commander cannot know how well every one of those details has been executed on a zero time basis. In short, that is
“fog of war”. That is why SBG has crew ratings and a morale system. The human element from the commander
down to the lowest rating has been minimized if not eliminated in most other naval games. Personally, I think that
such minimization is an insult to the brave men and women who wear the uniform and put themselves in harm’s
way.]
Pg 2: Due to the nature of technology, I would maybe state that the rules and platforms encompass 1979
to 1989. (the Cold War). It stops the “well what about the SeaWolf SSN?” [The rules try to contain sufficient
guidelines to create a new ship forms for new ship classes. In SBGv3.0 I have included more ships, including the
Sea Wolf. How much you believe the published data is another matter. My intent was to give the buyers/players the
option to expand their fleet lists on their own.]
Pg 6: You mention “info can be shared”, maybe a note that a submerged submarine does not get this
information, unless it’s using the A/B/C-Radar passive capability. By designating a sub using Radar
passive, it’s assumed the sub is at periscope depth utilizing ESM, visual, and radio traffic capabilities.
[No, that would be way off the mark. The sharing of information within the 5 minute turn is a speed of play
convention. I looked at the various systems for communication and found that I could either have every vessel roll to
detect every other vessel; which just about stops play altogether. Or else could I allow the ship with the best chance
to roll representing its battle group and vice versa. Consider it “detection by proxy” if you like. If the best chance
succeeded they all succeed. If the best chance fails then they all fail. Given a reasonable amount of uniformity of
systems on the same side this approach is not implausible. If you don’t agree, consider the Chinese sub that found its
way into the middle of a USN carrier group!]
Pg 7: Why can 1 helo only support 4 ships for remote targeting? I think the data
link has “no limit”. Not sure on that though. For example I do know sonobuoy processors do have a limit
on how many buoys it can be “talking” with it. [My suspicions about the data link seem to match yours.
However, if one helo did all that, I would assume a VERY short life expectancy for that helo due to being hunted
down. Either way it seemed best to get a few more helos off the deck as being a tad bit more representative of
doctrine.]
Pg 7: EW jam cone of 22.5°/4’ length, I assume it’s centered on the jamming aircraft’s course? EW is not
my strength, but only a 4’ range is limiting. I would say the big boy jammers stay off board flying around.
Maybe a “-4 to -6” modifier. I base this on there is ECM and ECCM capabilities. (Maybe scenario specific
such as the jamming capability against the N. Korean fleet is more effective than vs. the Soviet fleet)
[Yes, the cone is centered off the plane’s course; nice catch. As for the 4 foot range, don’t forget that the inverse
square law applies. For a given point, at double the distance from that point the concentration of the energy of the
wave is dispersed and reduced by 75% (inverse square: distance X = (1/X)squared for the flux density) of what it
was at the previous reference point. Also consider how chaff was used in WW2, as a screening device. There is an
example in “Red Storm Rising”. Now they have flares for heat seeking missiles as well.]
Pg 7: Why does jamming cause the bounded radars to auto activate?[Because the target ship has its best
chance to spot the incoming missile out of the “jam” when the target ship has something “different” from the jam
wash background to pick up; like the rebound of it’s own radar off of the missile.]
Pg 8: Since -2 “silent running” is only a negative modifier I assume it only affects the searcher? Why not
the target? [It applies only to the searcher trying to locate the sub. The other modifier based on high speed is about
actively making noise which is very easy to do and does hinder one’s own efforts to hear. Trying to hide better by
actively suppressing noise has a finite lower limit and so it is not a bidirectional modifier.]
Jamming a/c have listed: none, internal, pod, -x. What’s the internal, pod designation mean? [Internal is
“mounted inside the fuselage”, Pod is an external belly mount, the pod takes away an ordnance mount]

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You listed Crew for the aircraft, what is this for? [ It’s for the air crew quality rating; good, average or poor
similar to the ship’s crew. +1 for good, zero for average and -1 for poor. This is important.]
For example,based upon “experience”, I would change the noise modifiers for various platforms. Such as
Victor III, Akula, LA, Spruance, Perry, etc. For example: a Soviet Kilo has a “-1” but when ultra quiet can
get an additional “-2”. Yeah, “-3” is a lot but a diesel boat on the battery is very quiet. [And with the “silent
running” modifier you get the extra -2 mod. Whatever you want to call it the silent running modifier is meant to
represent the crew being as quiet as they can possibly be. Whether you call it silent running or ultra quiet makes no
difference. The modifier is meant to reflect the intent of the skipper and crew, not the design level of the boat.
A “-1” for design plus a “-2” for silent running gets you the “-3” result. Let me know what the “design” driven
modifiers should be if you disagree.]
What stats are for a Vulcan burst? [Air-to-air is on p.30 as 20mm (r)]
What does drop tanks do? [Extra fuel extends range but also changes certain ordnance options. See Fuel Range
rating and compare load out configurations of the same planes.]
Pg 2: “All aircraft…… figures have only 1 hit point.” Yet figure scale fix wing a/c, str a/c and bombers have
a 4:1 ratio. I would say these a/c which fly in squadron formation takes 4 hit points. Of course any hits will
proportionally decrease the offensive load by the same %. Or how does that work, I cannot find the RoF
for offensive aircraft. Lets say I have a F-14D stand (4 a/c), do I roll x8 if I want to fire the sidewinders?
[Aircraft may fire everything they have in one turn if they have the targets. They are limited by the amount of
ordnance they carry. The rate of fire doesn’t matter in this instance. In order to speed up play and keep it simple
rather than track hit points for each squadron I use the all or nothing approach. Remember that the number of
missiles on a ship or plane is divided by 4; round up for offense and down for defense.]
Pg 2: “Submarines may fire missiles when submerged unless stated otherwise.”
All the subs you have can fire from a submerged state. Examples would be
the Soviet Echo SSGN, Whiskey Long-bin. I realize wording like this means more future additions. [If the
Echo and Whiskey cannot launch when submerged, please confirm. If so, I’ll specify it]
Pg7: You list remote detection by helo, the tables do not mention a search capability ie. Radar type. B
maybe due to greater distance seen due to height advantage? [That is basically correct. The altitude factor
extends the distance to the horizon so much that further distinctions seemed unnecessary.]
Pg 19: I would maybe add anytime you use a DCC party beyond its value, you incur a consecutive -1
mod. Being only 5 min, a DCC party cannot do everything.
[You interpreted my intent very well. That is exactly what I meant to have happen. When the DCC count is used up
a consecutive and cumulative modifier is applied: -1, then -2, then -3, etc.]
Pg 19: Oiler fires, should “Crew quality modifiers are applicable.” be there?
[Yes. If an oiler is in play a crew quality rating is required for the oiler’s crew]
Pg 21: Guns in local control, you mention (17+) against vessels, this is the only place you mention this.
Should there be a standard Director controlled accuracy value against vessels (for non local control), lets
say (15+)? [No, automated directors will interface differently as a system for pairing each gun mount and missile
design. This is because mechanical tolerances are so much larger than electronic tolerances. The humans have to
keep things calibrated. Wear and corrosion are factors as well.]
Surface to Surface Weapons: Maybe add which ones can be fired from a shore launcher. Example would
be your Iranian scenario. [Maybe I’m wrong but I assume that anything that can be launched from a ship can be
launched from a shore battery if the battery is built with the missile/launcher system in mind.]
“Aircraft being launched this turn are now placed on the playing surface adjacent to the vessel launching
them. They do NOT move this turn.” What about missiles and torpedoes are they also placed adjacent
the turn of launch or are they moved their full turn distance? [Torpedoes and missiles move immediately,
aircraft would too except for the increased vulnerability of the ship and aircraft when aircraft are being handled on
deck. The reason for the delay is to give the opposition a chance to catch them when they are most vulnerable. That
is why this phase comes after movement and combat. Call it the “Midway Effect” if you like.]
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johnny okane (order #7051525)

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With strike aircraft having their own initiative relative to each other and yet activated by the same deck of cards. (PM) Port Mid. Bow and Broadside arcs. (PA) Port Aft. (F) Forward. It is possible (and I've seen it happen) that the shuffling of the deck gives a very weird and "un-random" distribution of activations. In the case of such errors with the iniative deck the initiative roll takes precedence over the error in the deck FOR STRIKE AIRCRAFT ONLY. would that not put less stress on the wire instead of more? I’ve got to think about that one. this requires more thought.SURFACE BATTLE GROUP v3. I have to consider how much these ideas effect the feel of the game and speed of play. Is the Bow and Forward the same thing since the ship’s reference is the bow point? Maybe take away the “Forward” part and redesignate as “Bow”? [Bow and Forward are interchangeable.. Stern. (PB) Port Bow. (M) Midships. Port. second to last sentence: how can the side that lost the initiative run out of cards. [That is an interesting idea you have there. In play testing however. The overall commanders made their choices assuming that the card count was correct. or if it accelerates to >20kts speed. (SQ) Stb Quarter. Do we need more detail or is this too much? I’ll have to run a few trials. include in the rules if the launcher turns >90° in course the wire breaks. (P) Port. The GM can quickly add a card or two to the deck or simply let the "uncarded" ships fire last. but don’t the torpedoes change direction at times when they are homing? Again. since the "Initiative for Offensive Fire" section above says an extra card should be added to each deck? [You are correct in your reading of the "Initiative for Offensive Fire" section. (PQ) Port Qtr. P/S Bow Qtrs. (PF) Port Fore. Running out of cards SHOULD never happen. In the ship data you have: (B) Bow. (SA) Stb Aft. Unless the torpedo goes dormant (which is something else to ponder for the rules) it will almost always be faster than the sub. the resolution of the card count error needed to be clarified.] I was thinking since wire guided torps are tethered by that wire. (SF) Std Fore. (SB) Std Bow.] On page 15. Stbd. (SM) Stb Midships.0 Arcs of Fire: In that section you mention the following: Aft. (A) Aft. Why wouldn’t that break the wire? If the relative velocities are closer. (S) Starboard. The full arc is 270 degrees. Twenty knots equates to 5 inches of movement. Because ASW aircraft do NOT have initiative relative to each other and share the same initiative roll as the surface ships the card count issue doesn't really cause a problem. Forward. under "Initiative for Strike Aircraft". This is not a problem at all when there are no strike aircraft involved as each card activates one ship or the ASW assets. As for the effects of a sudden large change in direction it sounds good.] 12/22/2010 johnny okane (order #7051525) 121 . the GM has occasionally not managed the number of cards in the initiative deck correctly.

152mm/57(triple) 203mm (8 inch)(triple) Auto 130mm/70 twin Special 406mm{16inch} firing a discarding sabot round of 152mm{6inch} GPS guided to target 406mm{16 inch}(triple) 122 . 114mm(twin) 130mm/58(twin) Auto 100mm(single). 76mm OTO Melara. rate of fire also affects damage rating 20mm to 40mm. 127mm/25(5 I 1/6D6 II III IV V VI VII VIII IX X XI XII 1/3D6 1/2D6 2/3D6 1D6 1D6+2 2D6 2D6+1 2D6+2 2D6+3 3D6+2 3D6+6 12/22/2010 johnny okane (order #7051525) inch single) 57mm(quad). 110mm. 57mm(single & twin). 127/54mm{5 inch}. 76mm(single & twin) 85mm.SURFACE BATTLE GROUP v3. 152mm{6 inch/47}(triple).). 114mm(single).) Class Damage Warhead Weight (kg) I 1/6D6 1 to 50 II 1/3D6 51 to 90 III 1/2D6 91 to 140 IV 2/3D6 141 to 185 V 1D6 186 to 225 VI 1D6+2 226 to 270 VII 2D6 271 to 310 VIII 2D6+1 311 to 400 IX 2D6+2 401 to 455 X 2D6+3 456 to 550 XI 3D6+2 551 to 910 XII 3D6+6 911 to 1050 For Solid Shells Class Damage Shell Size (mm). 203mm{8 inch}(single). depth charges etc.0 Damage Class Tables: For Explosive Warheads (missiles. torpedoes. 100mm(single.

Robert Mitchum was the skipper of a USN destroyer. detection. rent “The Enemy Below”. In this game a Kilo class submarine is pitted against a Perry class frigate. Redux” (Ship counters provided) This scenario is based on one of my favorite WW2 movies. If you haven’t seen it. launch and recovery of aircraft. If you want them you will have to launch them. The Perry does NOT have any helicopters airborne at the start.5m) x 3 ft. Curt Jurgens was the U-boat commander. Both crews are rated as average.0 Scenario # 1 “The Enemy Below. Victory conditions are simple. Sink the other boat without getting sunk. just get the feel for crew quality effects. 5 ft. combat and morale. It will get you familiar with the core mechanics and basic weapon systems such as placing orders.SURFACE BATTLE GROUP v3. (2. You might want to play it a second time with one good crew and one poor crew. It is definitely meant as a starter scenario. 12/22/2010 johnny okane (order #7051525) 123 . (1m) Kilo start zone Perry start zone 6” or 15cm 6” or 15cm Ships can start at any speed they choose (see ship form for maximum speed and rate of change).

Special Rules: NO NUKES! Both sides may start with Helicopters up and within 3” of the parent vessel. (1.8m) x 4 ft. (1.0 Scenario #2 “Breakthrough” (Ship counters provided) This scenario is a small surface action in the North Atlantic where the Russians must break through the USN screening forces.H. USN surface battle group: One I-Spruance with an average crew One O. Anything else is a US victory.SURFACE BATTLE GROUP v3. Perry with an average crew One Arleigh Burke with an average crew Russian surface battle group: One Slava with an average crew Two Sovremenny’s with one average crew and one poor crew 6 ft. 12/22/2010 johnny okane (order #7051525) 124 . BOTH set up zones are 6 inches (15cm) wide USN Set Up Zone Russian Set Up Zone Victory conditions: The Russians must exit at least one ship off of the USN board edge to win.2m).

USN Surface set up Zone USN Submarine set up Zone Russian Submarine set up Zone Russian Surface Zone Objective: Drive the enemy from the board. average crew 1 – Akula. one average crew. (76cm) from the edge.5m). Special Rules. Average crew 1 – Ticonderoga. Perry. USN battle group: 1 – Arleigh Burke. 2VP Lose 3-5 ships. Average crew 1 – Belknap. 1VP Lose all 7 ships. Both sides may start with Helicopters up and within 3” of the parent vessel. one poor crew 2 – Sovremennyy’s. 3VP Russians: Lose 2 or fewer ships. No Nukes. (1. Submarines MAY set up in their sides surface zone. Hidden movement for submarines also recommended. 2VP Lose 5-6 ships. average crew 8 ft.SURFACE BATTLE GROUP v3.5m) x 5 ft. -2VP Lose all 9 ships. both with average crews 1 – Slava. (2. ONLY submarines may set up in their side’s submarine set up zone.0 Scenario #3 “Middleweight Bout” (Ship counters provided) Recommended number of players: 4 to 7. one poor crew 2 – Udaloy’s. Submarines set up 2. Surface ships start 8 inches (20cm) from the edge. good crew 1 – Oscar.H. -2VP The winner is determined by the victory point differential. 1VP Lose 6-8 ships. Average crew 2 – Los Angeles SSN’s. one average crew. Average crew Russian battle group: 2 – Krivak II’s. Average crew 1 – Spruance.5 ft. 3VP Lose 3-4 ships. Both with good crews 1 – O. Difference of: 0 = A Tie 1 = Minor Tactical Victory 2 = Tactical Victory 3 = Operational Victory 4 or more = Strategic Victory 12/22/2010 johnny okane (order #7051525) 125 . Victory Points: USN: Lose 2 or fewer ships.

(2.5m) x 5 ft. USN Set Up Zone Russian Set Up Zone Victory Conditions: The winner is the side with the most marine squads on the island. average crew AND poor crew 2 – Udaloy.0 Scenario #4 “King of the Hill” (Ship counters provided. good crew. May enter board on turn 2 1 – Tu-22M. No Nukes. 12/22/2010 johnny okane (order #7051525) 126 .(1. average crew 1 – Akula. May enter board on turn 2 8 ft. Hidden movement for subs is also recommended. good crews 1 – Spruance. good crew 2 – Los Angles SSN’s. average crews 2 – Krivak II. Both sides may start with helicopters up and within 3” of the parent vessel. good crews. average crew 1 – Arleigh Burke. average crew 1 – Ticonderoga. ship has an average crew. the aircraft crews are good 1 – O. average crew 1 – Oscar.SURFACE BATTLE GROUP v3. average crews. good crew 2 – Sovremennyy. Both sides have been ordered to put their marines onto the island. average crew 2 – F-18’s. average crew AND poor crew 3 – MiG 29’s. may enter board on turn 2 Russian battle group: 1 – Moskva with 12 Mi-24E helo’s & 6 ASW helo’s.H. average crew 1 – Slava. Perry. USN battle group: 1 – Tarawa with 1 Harrier & 4 CH-53 transport helicopters. Recommended number of players is 7-9. Each side gets 12 squads. except for big helicopters) This is an air landing operation for both sides.5m) with one 12 inch (30cm) diameter island in the center.

good crew 2 – Udaloy.5m) All surface vessels start within 6 inches (15cm) of their respective board edge. average crew 1 – Spruance. average crews 2 – Sovremennyy. average crews 1 – Slava. Hidden movement for submarines is recommended. If it’s debatable it’s a draw. average crew 2 – Krivak II.5m) x 5 ft. Recommended number of players: 4 to 7. average crew 1 – Arleigh Burke.H. average crew 1 – Oscar.0 Scenario #5 “Demolition Derby” (Ship counters provided) Objective: Clear the sea lanes. poor crews 8 ft.SURFACE BATTLE GROUP v3. Special Rules: No Nukes. 12/22/2010 johnny okane (order #7051525) 127 . Perry. good crew Russian battle group: 1 – Kirov.(2. drive the enemy away. average crew 2 – Los Angeles. USN Surface Start Zone USN Sumarine Start Zone Russian Submarine Start Zone Russian Surface Start Zone Victory Conditions: You’ll know it when you see it. Both sides may start with helicopters up and within 3” of the parent vessel. average crew 1 – O. average crew 1 – Ticonderoga. average crew 1 – Akula.(1. USN battle group: 1 – Iowa. All submarines start within 3 feet (1m) of their respective board edge.

The USS Freedom and USS Independence are 28 inches off the board edge at the start of play.0 Scenario #6 “Convoy Around the Horn” Recommended number of players: 2 to 4 Special rules: The speed boats must be launched from the pirate freighter with a “Launch/Recover” order (L/R). This means that at best speed they can get 5 inches on to the board on turn three. two of which may be airlifted onto freighters by the SH-60 helicopters. The pirate freighter can launch no more than 4 speedboats per turn.2m) x 6 ft(1.9m) USN entry turn 3 Victory conditions: The pirates win if they can get one freighter to have a morale failure and get the fishing boat or three speed boats to the freighter to place the prize crew aboard 12/22/2010 johnny okane (order #7051525) 128 . good crew 4 ft. If an LCS or freighter is sunk one helicopter will spend 1D6 turns picking up survivors. average crew 4 – Freighters. all average crews 1 – Fishing boat. If the pirates get into contact with the stopped freighter and put a prize crew aboard the pirates win.SURFACE BATTLE GROUP v3.8m) One of the long sides is the coastline of Africa. each helo carries one squad).(1. (i. Coastline Freighter zone 9in. (22cm) sq Pirate set up zone 6in(15cm) x 36in(0. If a Marine squad gets on board a freighter before the pirates get aboard.e. average crew 1 – Disco Volante III. that freighter may not be taken. average crew 1 – Independence. Both the Freedom and the Independence have 3 squads of Marines on board. USN battle group: 1 – Freedom. If a freighter targeted by the pirates fails morale the crew shuts down the engines and coasts to a stop. No exiting the board on that edge is allowed. average crew Somali Pirates: 1 – Freighter with 6 speed boats.

average crew 2 – Rothesay FFG. 6 inches Argentine set up zone up to 24inches (60cm) ships & subs Victory Conditions: One side must sink twice as many ships as they lose.SURFACE BATTLE GROUP v3. average crew 2 – F4-Q Skyhawk from the Vienticinco de Mayo 12’ away.C’s from the Malvinas 50’ away. average crew 3 – Amazon FFG. (1.5m) x 5 ft. 12/22/2010 johnny okane (order #7051525) 129 . average crew 2 – Broadsword FFG.5m) British set up zone up to 24 inches (60cm) ships & subs. average crews 2 – S-3E Tracker ASW planes from the Vienticinco de Mayo 12’ away. (2.0 Scenario #7 “Thunder in the South Atlantic 1982” This is a hypothetical Falklands/Malvinas engagement. No helos up at start. average crew 1 – Comodoro Py DDG. Her Majesty’s battle group: 1 – Churchill SSN. Any other result is a draw. 6 inches Arg. good crew 1 – Bristol DDG. average crew 1 – Santa Fe SS. average crew 1 – Segui DDG. Subs only. Special Rules: No Nukes. It postulates a more aggressive Argentine strategy. good crew 1 – Swiftsure SSN. average crew 1 – Garcia DD. average crews 1 – Super Etendard from the Malvinas 50’ away. average crews 10 ships – total (plus: 7 aircraft and up to 3 helos) 8 ft. average crew 2 – Harriers from the Hermes 48 nm (12 feet) away. average crew 1 – Salta SS. average crew 3 – Drummond FFG. average crew 2 – County DDG. average crew 1 – Hercules DDG. average crew 2 – Mirage F1. British subs only. good crews 12 ships – total (plus: 2 aircraft and up to 9 helos) Argentine battle group: 1 – General Belgrano.

average crews 2 – Bayandor PS. 12/22/2010 johnny okane (order #7051525) 130 . (1. Optional for Submarines. If the Iranians stay beyond 2 feet the USN may not fire. (2. the USN may open fire. average crew 1 – E-2C Hawkeye airborne at start and 12ft off-board. poor crews ONE INITIATIVE CARD 3 – Shore Batteries. airborne at start and 6ft off-board.3m) Coastline of Oman Victory Conditions: If the USN loses only the Perry class frigate it is a minor victory for the USN. but the USN may close range to within 2 feet to escort the freighters. RULES OF ENGAGEMENT: If the Iranians are detected within 2 feet (60cm) of a USN vessel. 4ft(1.H. Perry FFG. submarines. The Iranian PS and PTG class boats fire as groups because they grouped under one initiative card. The long sides of the board are the coast lines of Iran and Oman.5m) x 5 ft.SURFACE BATTLE GROUP v3. they are unarmed. USN battle group: 1 – Ticonderoga CG. If the US loses more than one ship including freighters it is an Iranian victory. good crew 1 – EA-6B Intruder airborne at start and 6ft off-board. The US Navy is escorting a group of freighters through the SoH into the PG. The Iranian Navy attacks the convoy with surface vessels. poor crew 8 ft. ONE INTIATIVE CARD 3 – Tareq SS. shore based missile batteries and MiG-29’s. average crew 1 – O. good crew 4 – Freighters. average crew 1 – Los Angeles SSN. poor crews 5 – PTG (French Combattante II). poor crews. average crew Iranian Navy battle group: 3 – Saam FF. good crew 1 – F/A-18 Hornet airborne at start and 6ft off-board. 1ft(30cm) Iranian Start Zone Mandatory for Surface vessels.0 Scenario #8 “The Gauntlet” This is a scenario for the Straits of Hormuz in the Persian Gulf. The three Iranian shore batteries each have six missiles with a rate of fire of two and only one card in the initiative deck. 3ft off-board and 3ft apart each with 3 C-802 missiles and average crews 1 – MiG-29. good crew 1 – Spruance DD. The USN may have one helo up and within 3” of the parent vessel. Special rules: The four freighters do not get cards for the initiative deck.5m) Coastline of Iran USN Start Zone 12”(30cm) Iranian Submarine Start Zone.