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Joe Dobson (order #2850010)

Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Author: Robert M. Adams


Editor: J. Womack
Original Concept: Robert M. Adams
Game Rules: Robert M. Adams
Additional Material: J. Womack
Graphic Design: Joey Caso
Cover Illustration: James Miller (Scrying Eye Games)
Interior Illustrations: Arsenale Shipworks and Eli Arndt
Miniatures and terrain from personal collections
Additional miniatures provided by Arsenale Shipworks

Copyright: When The Navy Walked 2011 The ArmChair General. All rights reserved. Reproduction of this work by any means
without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text
herein are copyrighted by Robert M. Adams.
Sale of electronic or hard copies without permission of The ArmChair General is expressly forbidden.
This product is a work of fiction. Any similarities to actual persons living or dead, organizations, places or events is purely coincidental.
Images: Game photographs 2010, Robert M. Adams. All other images courtesy of Arsanle Shipworks and Eli Arndt and personal
collections unless otherwise noted.
ISBN: 978-0-578-07648-5

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Joe Dobson (order #2850010)

When the Navy Walked

Contents
Contents...........................................................................................................................................................................ii
Dedication and a Word of Thanks................................................................................................................................... iv
An Introduction to Victorian Science Fiction & the Steampunk World............................................................................v
Timeline.......................................................................................................................................................................... vii
The History of the World to 1919.................................................................................................................................. viii
The Birth of the Landship.......................................................................................................................................... viii
Of Colonization.............................................................................................................................................................x
Inside the Earth and Into the Deep.............................................................................................................................. xi
The World at War........................................................................................................................................................ xii
Enter into the Aether.................................................................................................................................................. xii
The Enemy Overlord.................................................................................................................................................. xiii
Game Overview................................................................................................................................................................1
What you need to play..................................................................................................................................................1
Definition of Game Units..............................................................................................................................................2
Unit Classifications........................................................................................................................................................3
Important Terms and Concepts....................................................................................................................................5
Missions...........................................................................................................................................................................7
Playing the Game.............................................................................................................................................................9
When the Navy Walked - Turn Sequence......................................................................................................................9
Internal Hits and Sabotage Tables................................................................................................................................. 22
Internal Hits Table...................................................................................................................................................... 22
Sabotage Table (For Landships and Machines).......................................................................................................... 23
Sabotage Table (For Ground Units)............................................................................................................................ 24
Optional Rules............................................................................................................................................................... 25
Building Your Army........................................................................................................................................................ 28
Native Spearmen - An Example of Unit Creation....................................................................................................... 29
Capital Unit Classes....................................................................................................................................................... 30
Attributes Point Cost Charts.......................................................................................................................................... 31
Edges and Flaws............................................................................................................................................................ 32
Edges............................................................................................................................................................................. 32
Flaws.............................................................................................................................................................................. 38
British African Expeditionary Army............................................................................................................................... 41

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Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!
British Northern Colonial Army..................................................................................................................................... 43
Chinese Golden Tsu....................................................................................................................................................... 45
Confederate States of America Army of Virginia........................................................................................................... 47
French Home Guard...................................................................................................................................................... 49
German Kleindeutschland Korps................................................................................................................................... 51
Italian Republic Army.................................................................................................................................................... 53
North American Army of the Potomac.......................................................................................................................... 55
Spanish Conquest Army................................................................................................................................................ 57
Turkish 1st Guards Corps Constantinople....................................................................................................................... 59
Blank Roster.................................................................................................................................................................. 61
Quick Reference Sheets................................................................................................................................................. 63

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When the Navy Walked

Dedication and a Word of Thanks


When the Navy Walks is more than just a miniature game of alternate history - it is a springboard for the imagination, a place of steam and dreams and the living, breathing creations of dreamers and aethertechs. I would like to
thank everyone who put their time and experience into play testing these rules. You put your blood, sweat and tears
into developing the game mechanics from the unique engine that I dreamt up one day whilst on safari in deepest
Africa aboard my airship. While it is true that countless numbers of hours were poured into this work by myself, the
game would not be what it is today without the input and dedication that you have put into the game. I would like to
thank you all for a job well done and for persevering with a stubborn air pirate such as myself whose muse gives my
walkers and landships life.
Thank you to my editor, J Womack of the Aethergraph for his insight and help in putting the final touches of this
project. Thank you for your capital idea!
Thank you to the play testers at Borderlands Comics and Games and WarDogs Game Center
Thank you to my personal team of play testers and rules lieutenants: Howard Adams, Brent Rogers, Ray Becker, Eli
Arndt, Chris Pagano, John Murk, and my wife and partner Melanie Adams.
Thank you to my fellow Jacksonville Garrison members. I look forward to many years of Rapiercon in the future!
Finally, thank you for picking up this miniatures game and really giving the Victorian Science Fiction genre a good
look. Whether you are recreating historical battles using mechanical wonders or using these rules to explore the deep
folds of the aether, you will find these rules to be an excellent guide.
This work is dedicated to my family: my wife Melanie, my daughter Madison and my son Faelan - without whom my
life would surely be less adventurous!
Robert M Adams

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When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

An Introduction to Victorian Science Fiction & the Steampunk World


No doubt, many remember the classic War of the Worlds novel written by H.G. Wells back in 1898 as the two part

novel series, The Coming of the Martians and The Earth Under the Martians. Some have called the book a variation
on evolution interpretation, while others consider the book sheer romantic science fiction. The War of the Worlds
spawned a 1953 movie, a spin off television special, several made for television movies and the most recent Hollywood
iteration of War of the Worlds, where the tripod war machines are more organic beings than metal monstrosities. In
either event, many agree that this book, along with 20,000 Leagues Under the Sea and Journey to the Center of the
Earth, was the springboard for the Victorian Science Fiction genre and later the Steampunk movement itself.
Most of us have fond memories of Victorian Science Fiction romances whether we consciously realize the fact or
not. Indeed, many of us probably can either remember reading the books or watching the television movies inspired
by the books. The zealous Captain Nemo played by James Mason in the classic retelling of Disneys 20,000 Leagues
Under the Sea certainly brings back happy visions of my childhood. The battle between man and beast plays out ever
so beautifully and the contrast between evil and good take center stage in the form of the heroism displayed by Ned
Land as he rescues the captain from the dreadful clutches of the giant squid. Then there is the submarine boat, the
Nautilus herself: a marvelous machine of wonder, power, beauty and death, powered by atomic energy - a grandiose
achievement of humanity. The blue-green color of the machine plowing through the water and the beauty of the
brass fittings and clockwork-like interior lends itself well to the imagination. Then we watch in horror and amazement
as the spectral-like, awe-inspiring design effortlessly slices through the water and slams into her victims.
I fondly remember spending countless nights reading Edgar Rice Burroughss fantastic tales set in the Pellucidar
world, deep in the center of the Earth. I cheered the villainous, evolved pterodactyl-like rhamphorynchus race, the
Mahars, as they tormented, enslaved, belittled and basically controlled their stone-age human slaves and gladiators.
Other books by Edgar Rice Burroughs bring such Victorian Science Fiction/Pulp crossovers such as Tarzan the Ape Man
and Of Men and Monsters. In Tarzan, a young man becomes a bridge between man and beast by being raised by apes.
As the young man explores the visitors language and their tools, he becomes enchanted with the beauty of their
technology. All the while, that same technology looms overhead, threatening to destroy Tarzans beloved home. In
Monsters, we find Mankind living inside a mousetrap where aliens are the keepers and we are the mice. The struggle
of day-to-day life unfolds as humanity attempts to throw off the yoke of our giant prison guards.
Now, let us discuss what miniature war gamers think of when we talk about Victorian Science Fiction. The words
Land Ironclad and Aeronef immediately spring to mind, one being a creation of Wessex Games and the other a
short story by H.G. Wells. I have seen a good many Victorian Science Fiction games played using British Colonials
versus humble Martians and/or Colonial Powers going head to head. If you have watched James Camerons Avatar
or Hayao Miyazakis Princess Mononoke, then you have seen the Great Powers fighting against native populations.
This is the age of conquest and invention, covered in a thick layer of smoke. This is the bread and butter of Victorian
Science Fiction.
Next we move into a genre of gaming that is known but to only a few: Edwardian Science Fiction. This is the realm
where classics like Weird World War I and the original Land Ironclads written by H.G. Wells live. Imagine a world run by
machines much like those from World War I but instead of using the combustion engine, they still use steam. Imagine
the giant behemoths of the pre-dreadnought age being able to go about on the land as well as on the water. Imagine
armadas of flying wooden and iron ships that rival the Great White Fleet, but able to penetrate into the dark, blanketlike folds of the Aether. The combustion engine has been invented by this time but cannot compare to the wonders of
steam and technology driven by the massive power plants that feed these behemoths. Turbine-powered steam and
smoke vehicles are a symbol of pride for the powers. This is an age of invention and reason, where people dream of
steam and politicians maneuver beneath the veil of smoke.

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When the Navy Walked

These rules will take you from the British Colonial Victorian Science Fiction era, where the Martians and British
colonists fight to control sections of Mars, to the Boer steam spiders fighting over the Transvaal region of Africa against
the German Seebattalion and British Land Dreadnaughts. The rules will also move forward in time to Edwardian
Science Fiction, to the mud-filled trenches in France, at the very line of death where walkers take the battle to the
steambots of the enemy in hopes of a brutal victory. Victorian Science Fiction can be about whatever you want it to
be about, as long as you remember to dream of steam.

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When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

TIMELINE
Early 1872

British scientist Lenard Albert Langston discovers the Aether Engine (LLAD), a turbine
engine powered by coal and able to generate sufficient thrust to enter low-Earth orbit.

1874

Anthracite coal techniques combined with a specialized cite burner empowers the
LLAD to push massive naval vessels over the land. The Spanish create the first landship,
a destroyer christened El Barco de la Tierra.

1875

The Spanish attack the island nation of Crispo in the first field tests of their landship
fleet.

1876

De Medcos prototype landship designs spread throughout the world. The Great Powers meet secretly in Geneva to divvy up the known world.

1876-1885

The Great Powers conquest of Africa and the Middle East.

1885

Professor James Vanderbeak develops a gravity well device called the Perpetual Motion Machine, which allows coal to be burned more efficiently and produces perpetual
energy.

1888

Discovery of the lost island of Atlantis off the coast of the Bahamas.

1901

Chinas conquest of Indochina against the Japanese.

1902

Professor Michael T. Hoper tunnels into the Earths core and discovers Earthin.

Late 1902

The Alliance Against Pirates is created by the Great Powers to unite against the Air Pirates from Earthin.

1903

The surrender of the Air Pirates and the creation of underwater colonies using Atlantian
Hydrosteam technology. A treaty between the inhabitants of Earthin and the Earth allows for trade. The Alliance Against Pirates collapses.

July 1914

The Great Powers declare war on one another after the assassination of Archduke Ferdinand. The Central Powers struggle against the Allied Powers.

1915

Klaus Von Zephyr creates the Zephyr Machine using Tesla coils and an improved LLAD
to create an artificial atmosphere around airships, allowing for travel in the Aether. The
Great War is fought among scattered colonies over Mars and Venus as well as between
the dark folds of the Aether.

Nov. 1918

The Great War ends in a boxcar in France with an Allied victory.

1919

Pods crash into Earth as the invasion of the Overlords begins!


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When the Navy Walked

The History of the World to 1919


In the early 1870s, Man believed they were alone in the universe, that the Aether contained nothing more than the
emptiness of space and was void of life. The great reaches of space awaited the conquest of the Great Powers, as did
the barbarian nations of Africa and Asia. As expansionism unfolded on the Earth, so too did scientists and inventors
dream up ways of exploring and conquering the Aether.
It was in 1872 that the great British scientist and inventor Lenard Albert Langston discovered the Aether Engine.
Shortly thereafter, the militaries of the Great Powers began sending small, hydrogen-lifted airships up, rigged with
the turbine engine (called LLs Aether Displacer or LLAD) into the reaches of the Heavens themselves. Unfortunately,
these first attempts at space travel failed as the airship cabins were not pressurized and the crewmembers on board
these early Aetherships quickly began to suffocate in the grimness of near Earth orbit. It was concluded that due to
the lack of breathable air in the Aether, nothing could exist outside a planet. Furthermore, backed by intensive observations of the heavenly bodies in our solar system, the scientists of the Great Powers theorized that nothing could live
in the harsh climates of the other planets. The greatest minds among mankind decided that humanity alone were the
guardians of the universe, that mankind reigned supreme in the folds of darkness and that man was the only sentient
creature in the universe. Therefore, with expansionism and conquest on their collective minds, the Great Powers
turned their attention to the conquest of the remote corners of the world, believing that nothing existed outside in
the black void of space. They were wrong.

The Birth of the Landship

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For years, men had dreamt of exploring exotic locations. Many young scholars would research the hieroglyphs of
Ancient Egypt and marvel at the designs of the gods in their flying machines and massive land crawlers. It was through
the efforts of a career sailor in the Spanish navy named Captain Juan De Medco that the wood and steel behemoths
of the waters began to walk the land. Through the supposition that naval tactics could be employed on land by creating walking ships, the landship was born. Furthermore, it was hypothesized that these landships could be mixed with
infantry, cavalry, and artillery units to form a sort of movable fortress. Juan De Medco began to discuss his ideas with
his naval superiors, who in turn spoke of the ideas with their superiors in the Spanish government. Eventually, the
idea of employing naval tactics on the land began to take shape and inventors from all over Spain began to discuss the
various means by which one could achieve a workable landship.
Late in the year of 1872, after months of intense effort began to develop a working plan, Captain De Medco felt
he had given his country an advantage and had developed a legacy for his children. Still, his heart was not satisfied
and he felt something was missing after his wife of thirteen years had passed away. Fortunately for the captain, a
young French noblewoman with long blonde locks and a ravishing body wooed him. The affair only lasted weeks, but
it devastated the lives of all involved. Spanish authorities discovered that the young woman was a spy working for
the court of Napoleon III. When the Spanish government learned of the affair through their own spy network, they
court-martialed Juan De Medco. He was convicted of espionage and treason and locked in a Spanish prison where he
awaited execution. Captain De Medco had been a pawn in the affairs of the Great Powers, and his life was turned
inside out for nothing but a tryst. It was not long before every Spaniard despised the name De Medco. All except
for the Spanish government, who quietly began making prototypes of several landships based on De Medcos ideas.
In Spain, the steel poured into molding vats to create the first landship. Dubbed El Barco de laTierra, the ship was
no larger than a destroyer. Nonetheless, it was a marvel of engineering prowess and a breathtaking piece of deadly
art. The ship appeared to be a normal, wooden-hulled, steam-powered vessel from the waterline up, including waterwheels on both sides for propulsion. However, below the waterline, a series of cranks, gears and wheels moved immense treaded wheels, powered by the generation of steam in the belly of the beast. Still, the ship moved too slowly
on land and proved to be more of a curiosity than a workable design.

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When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!
Nevertheless, the Spanish were patient and even as De Medco was starting his infamous affair, inventors and
dreamers were working on ways to make his dream a reality. After several failed attempts, a device was invented
that allowed anthracite coal to burn hotter and faster, thereby allowing for larger and larger variations of landship.
Combined with the newest in coal burners and pressure chambers, this anthracite technique (called a cite burner)
was exactly what the Spanish needed. The cite burner first awoke the landship and quite literally stoked the fires of
life. Unfortunately, the names of the man or group that invented the cite burner have been concealed for national
security reasons in the wake of De Medcos famed treason. Refitted with the new cite burner and an improved boiler
on December 12, 1874, the El Barco de la Tierra, the worlds first practical landship, was born. Several sister ships were
immediately put into production and soon the Spanish had a small fleet of the beasts.
Pleased with their small landships and ready to test their inventions on the field of battle, the Spanish declared
war on the nearby island nation of Crispo, citing that the Crispians were responsible for raids against the British. Of
course, the Spanish themselves had secretly conducted these raids months earlier. The Spanish began their field tests
as the other Great Powers looked the other way. It was on a morning in October 1875 when the worlds first landship got its first taste of human blood. Little did this island-nation know that they did not stand a chance against the
monstrosities they now faced as their sentries picked up the movement of the fleet of small ships. When the ships
left the water and started to move across the dry land, the Crispians panicked and surrendered. The successful first
run proved encouraging and after the swift defeat of the natives on Crispo, the Spanish government secretly planned
to test their new weapons of war against their Portuguese neighbors
Low on money in their coffers for funding a war against the Portuguese, the Spanish turned to Gustav LeRule, the
brother of De Medcos French noblewoman, who agreed to pay a hefty ransom for the Spanish captain. It was not
for his sister that LeRule paid the ransom, but for the ideas floating around in De Medcos mind. De Medco was not
interested in helping only the French, however, and after escaping from LeRule he began selling his ideas to the highest bidder. Wealthy aristocrats in Germany, the British Crown, the French Second Empire, the Russian Czar, Chinese
warlords and the Japanese Shogun all purchased his ideas. Very soon, all of the Great Powers had working landships
of their own designs, the pride of their respective nations. The leaders of the Great Powers met in secret in Geneva
to discuss the shaping of other nations and set about divvying up the known world without regard to the current occupants. Shortly after this Geneva Conference, European landships began to carry vast armies to Africa, the Middle
East, China and the former colonies of the Americas. By the end of 1876, the conquest of the world had begun.

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When the Navy Walked

Of Colonization
Queen Victorias forces moved first toward Africa. The boys in red swept like a juggernaut through Africa in a
bloody campaign, conquering the Dervish, the Zulus and finally pacifying the Boers in the Transvaal. The conquered
nations became parts of the British war machine.
The Kreigsmarine and Seebattalion of Germany looked to South Africa and the islands off her coast for riches and
there set about colonizing German South Africa in a wildfire rush of conquest. The native populations were in awe of
the steam technology used by the Germans. The indigenous Pigmies of Luka Luka fought hard, but were eventually
overwhelmed by sheer technological superiority and surrendered to the Germans. Within a few short years, Germany controlled much of South Africa and the surrounding islands.
It was in the Year of Our Lord 1885 that Professor James Vanderbeak, considered a bungling fool by his contemporaries, stumbled upon the discovery of lifetime: a gravity well formed around a simple centrifuge device. The central
body ran upon four wheels that had small copper pipes running between each wheel to individual mini-steam turbines that would generate steam as the wheels turned. This device, powered by small LLADs, effectively generated its
own steam and so was dubbed the Perpetual Motion Machine. It was not long before Professor Vanderbeak sold his
designs to the British government. With their newfound steam technology, the British government chose to attack
the German colonies in South Africa for control of gold and other natural resources. After several months of bloody
battle, it appeared that the Kaiser was going to lose his South African colonies. Blind luck intervened and a German
spy was able to wrest the Perpetual Motion Machine from a disabled British vehicle that was being repaired away
from the front. It was soon duplicated and German Imperial forces held off the British.

Using a PMM-equipped landship design borrowed from the British, the French invaded Spain in 1888. The Spanish
had similar troubles as the Germans until they invented their own version of the Perpetual Motion Machine. Many in
Spain suffered from the war and by the time that Spain had begun to fight back with their own improved landships,
the French had conquered portions of western Spain and Portugal, and given Portugal back to the Portuguese crown,
living in exile in Brazil. Aid from the newly-discovered Atlantians finally brought the French machine to a standstill.
The Atlantiansdiscovered in a submerged island off the coast of the Bahamas by a Spaniard named Salvador Jesus,
from the town of San Augustine in the Spanish colony of Floridaproved to be a great ally to the Spanish.

Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!
In 1901, China used purchased designs to build her own landships and by the summer was attacking Japanese interests in Indochina. Many Western Great Powers began to create embassies for trade with China once the country
opened its doors for trade in spices and silks. Unfortunately, a rebellion occurred in the Chinese provinces when a
westerner from the Foreign Enclave in Peking dared enter the Forbidden City. The rebellion sparked a short-lived war
between the various Western nations and the Chinese warlords and nationalist groups.
In America, the Confederate States of America won independence from the North during the War Between the
States in the 1860s. Slavery was gradually abolished as the Southern economy industrialized to build landships using
British designs to wage war on their Spanish neighbors in South America. In response, the United States purchased
Florida from the Spanish in 1890 and kept an eye on their Confederate neighbors as they began mass production of
their own land fleet.

Inside the Earth and Into the Deep


A year after China captured the Japanese territories in Indochina, a monumental discovery was made that thrust
the Great Powers into even further conflict and opened up new lands to explore. An American expedition led by the
now-famous Professor Michael T. Hoper drilled straight to the very center of the Earth in a LLAD-powered tunneling
machine. It was a hazardous trip, but once the team arrived, they found another world inside. This world contained
all the features of the outside world including a sky, several seas and lands with forests, mountains, swamps and
plains. Creatures populated this world. Strange and magnificent plants, creatures long thought extinctincluding the
dinosaurs and other prehistoric beasts of the sky, land and seasand intelligent humanoid races inhabited this land
the Professor named Earthin.
Great pains were taken to peacefully begin trade and initial meetings with the people indigenous to this land.
The team interacted with the various races and nations of Earthin, including the Livok people, a race of pale-skinned
humans not unlike ourselves but with larger eyes and elongated fingers, and the Timbor, a race of dark-skinned warriors who lived off the land and shared in their culture. Not every race was hospitable, however, and many times the
expedition would attempt communication with a new group only to be chased off by their warbeasts or shot at by

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When the Navy Walked

primitive muskets. After spending many weeks in Earthin, Professor Hoper and his team returned to the surface world
to tell of the great discovery. Unknown to them, they did not return alone
The air pirates came in massive aerial battleships, swarming out of the hole in the Earth created by Professor
Hopers drilling machine. They came seeking riches and wealth and to steal what they could not make themselves.
Reports began pouring in to all the Great Powers that air pirates from Earthin had begun attacking their colonies. Several skirmishes were fought and a fleet of British airships was destroyed in a major battle, forcing the Great Powers to
once again meet in Geneva to form the Alliance Against Pirates or AAP in December of 1902.
The Great Powers joined forces and for two years waged war against the Air Pirates of Earthin, finally forcing them
to capitulate to the Great Powers in 1904. A treaty was reached that opened up trade to Earthins residents including
the Livok and Timbor. The pirates paid heavy remunerations, losing all of their capital ships to various Great Powers.
After the war, the Alliance swiftly collapsed as the Great Powers began warring among themselves once more, this
time to colonize Earthin. In addition, letters of marque were issued by Britain, France and Germany to the former air
pirates, formally charging them to seek out and plunder enemy merchant traffic. For a time, an uneasy peace fell over
most of the surface world while underneath it, war raged on.
By mid-1903, with the help of the advanced aquatic science of the Atlantians, the Americans and British began a
joint effort to establish underwater colonies. They descended in bathyspheres cabled to airdomes beneath the waves.
Using the hydrovents of the Atlantians and the Perpetual Motion Machine, the first Ameri-British submarine colony,
Seabase Alpha, was established on the undersea mountains near the Mid-Atlantic ridge in 1904. Scientists began to
learn of the secrets of the deep while living deep below the waves. New advances in pelagic technologies were made.
Submarines powered by very small LLAD powered internal combustion engines, acquiring oxygen directly from the
seawater thanks to Atlantian gill technology, and using a hydrosteam venting technique for propulsion prowled beneath the shipping lanes. This was a time of great scientific discovery, but tensions soon began to mount on the Earth
as the race to achieve the next technological advancement began to become more and more deadly.

The World at War


For a decade, it seemed as if the Great Powers had settled for a quiet era of scientific enlightenment rather than
military adventurism on the Earths surface. All was not as it appeared, however, and after a few quiet years the peace
that was wrought between the Great Powers would come to an end in a bloody and long war. It was called The War to
End All Wars and on July 28, 1914, the Great War began. Landships rumbled across trenches on the ground as airships
and planes took the fight to the sky. Men fought one another in close quarters with machine guns, and steam powered
artillery hammered and reshaped the landscape. Within Earthin and under the sea, the battle raged on with distinct
battle lines being drawn in undersea trench lines and a constant struggle for airspace dominance. Bloody battle after
bloody battle, the Great War saw many new technological developments created with the ever-sharpening purpose
of bringing about a swift victory. A swift victory was not to be for any side, however, and it would be many years of
fighting and many disagreements later until the Great Powers came to a treaty at Versailles. The Great War ended finally in November of 1918, in a boxcar in France. Germany was forced to surrender many of her colonial assets, which
were quickly gobbled up by the victors, who felt they were owed restitution from Germany. Crushing reparations were
levied, and the terms of the treaty severely restricted the Imperial German military.

Enter into the Aether

xii

Aether flight was finally realized in 1915 after the great German inventor Klaus Von Zephyr discovered a means using Tesla coils for establishing a magnetic entropic zone to pressurize the area around a ship. This allows breathable air
to exist in a bubble surrounding the craft while still allowing LLs Aether Displacer to thread the solar winds to the sails.
Through the Zephyr machine, the Great Powers were able to extend their colonial reach across the stars. Thankfully
for the Allies, British spies working in von Zephyrs lab managed to smuggle the plans out immediately, preventing a

Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!
German advantage in the technology. In the neutral zones of the Aether battles unfolded between the Great Powers
Aether Navies as the Great War took to the stars.
When they first landed on Mars, the British encountered fierce resistance from the Martian tribes who had flying
ships of their own. After the brief but bloody Red Wars with the Martians, the British named Victoriana the very first
colony. Early in 1916, after a similarly bloody war with a different race of Martians, the German colony of Iker was
founded. Shortly thereafter, the Spanish settlement San Miguel and the French colony of Luvar were established in
the Red Planets equatorial regions.
Having conquered Mars, the Great Powers turned to Venus and, with the help of Earthins air pirates and prehistoric
beasts, were able to overcome the deadly giant arachnids that called the swamp-filled planet home. After a few years
of fighting the Venusian Wars, the American colony of Freedom was established on Venus, followed by the Spanish
colony of San Andreas and the Atlantian colony of Aquais Prime. The Venusian Arachnids, although intelligent, eventually succumbed to the rule of the powers and various factions of them allied with the different colonizing powers.

The Enemy Overlord


During those first few years of Aether exploration, they were nothing more than unseen observers, allowing us
to go to the Moon in our Aetherships and build colonies on distant rocks undisturbed and without the knowledge
of their existence. They laughed as the Great Powers fought one another for control of territory. The Martians had
been their playthings but the Overlords were glad when humans actually brought Chaos in their wake. They watched
humankind with hunger in their bellies and they waited as the powers of colonialism began to spread throughout the
known world and beyond.
They came in peace at first, correctly believing that a direct attack would lead to almost certain war. The Germans
first encountered them at Iker when one of their tripods was found ruined outside of the settlement. At first, the
Overlords were friendly and appeared to want to share technology with the Great Powers, but soon it became appar-

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ent that this race of aliens desired nothing less than humanity to worship them as gods. We refused. Their Aetherships, far more advanced than Earths, destroyed many of the newly established colonies. Little is known about the
cephalopod-like species that uses tripods and strange devices far superior to our own. They are called the Overlords
by the Martians, Venusians and the Grays alike, and are feared throughout the galaxy. They manipulate other races
and are seldom seen, preferring to work with other races as pawns in some cosmic game of chess that only they know
the rules. The Great Powers met in secret with Atlantians, Martians and Venusians to discuss their mutual foe. A tenuous pact was made to unite against this common threat. One thing is certain: wherever these self-titled Overlords go,
they bring slavery, death and destruction with them. As several of their cylinders crash into the surface of the Earth,
they also bring war.

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When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Game Overview
When the Navy Walked is a strategic miniatures game in which two or more sides do battle with men and steamdriven machines. Because the game is based on simple mathematics, one very powerful unit can be thwarted by the
combined efforts of multiple smaller units. Thusly, having a massive landship in an army does not guarantee victory
over smaller armies of colonists or natives. Players take on the roles of generals and command massive armies. To
win, a general must use his ability to command his troops (represented by Command Points) to lead them to victory.
Be forewarned however that the war is not just on the battlefield. A general must be ever vigilant for the spies of their
enemies because sabotage is rampant among the Great Powers.
The game is about conquest, be it the Earthly conquests between the Great Powers of England, France, Germany,
Spain, Russia, Italy, China or Japan or the battle for supremacy of other colonized worlds. Although points drive the
system, players should feel free to play multiple variations of games to familiarize themselves with these rules.
When the Navy Walked is intended to be played using stands of figures ranging in scale from 2mm to 15mm, with
units representing whole companies or battalions. 20mm, 28mm and even 32mm scale figures can be used instead,
by replacing stands with individual figures and doubling the distances in the game, although this changes the games
scope from massive battles to smaller skirmish level engagements featuring squads and platoons. Regardless of the
level of game played, most 500-1000 point games should be playable in two to four hours.

What you need to play


To play When the Navy Walked you will need a good number of six-sided dice, one 12-sided dice, a 12 ruler, a
tape measure, miniatures representing your armies and terrain representing the battlefield. You will also need this
core rulebook and may wish to have the army books of the Great Powers, Earthin and the Air Pirates, Martians and
Venusians or the Overlords. You can play one of the scenarios offered in one of the scenario books, use an existing
scenario and add the steampunk elements of landships and airships or design your own scenario. Tokens for marking
casualties, Command Point allocations, etc., may be helpful, but are not necessary.

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Definition of Game Units


In the game, there are six types of units. The units are: Leaders, Ground Units, Artillery, Machines, Capital Units
and Small Flying Units. A Ground Unit is comprised of multiple stands and normally represents a battalion of infantry
or a squadron of cavalry. Artillery units represent batteries of artillery, with one or more stands representing multiple
guns and their crews. A Machine Unit is generally a smaller contraption or gizmo that is represented with either
multiple figure stands or a single figure. Small Flying Units includes a variety of small flying aircraft like airplanes,
scout dirigibles, Martian skiffs, etc., which may be mounted singly or in multi-figure stands. A Capital Unit is a massive
behemoth that is represented by a single large model on the table.
NOTE: Ground Unit stands should be of nearly uniform size for their type. The exact size can vary somewhat, but
should be near the guidelines provided in the Unit Classifications, below.

Ground Unit (Infantry 4 stands)

Ground Unit (Cavalry 5 stands)

Artillery (2 stands w/limbers)

Planes & Small Flying Craft (4 stands)

Machines or Creatures (2 stands)

Capital Unit (single model)

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A Game Set in the Victorian Age of Conquest and Innovation!
Unit Classifications
Leaders (Generals, Sub-Generals, Admirals)
An army must have one Commander-in-Chief with a Leadership value no less than 12 and a Sub-General with
a Leadership value no less than 8.
An army may include up to one additional Leader for every three non-Leader units in the army.
A Leader may be represented by either a single figure on a stand or by a stand with the leader, his cohorts
and a campsite.
A Leader stand should be approximately 1- square.
Regardless of the number of figures on a stand, Leader Units lose one stand for every three casualties
they suffer in Shooting or Melee.
A Leader cannot be targeted by a Shooting attack unless it is leading a unit. If a Leader wishes to lead a unit,
put the Leader in base-to-base contact with that unit and add the Leaders Shooting score or Melee score to
the attack. A Leader may lead any unit and is considered riding in the unit if the unit consists of vehicles or
a vehicle.
A Leader may choose to fight as an independent unit in the Melee or Shooting phases. In those instances,
the Leader may be targeted by the enemy unit being attacked by the Leader, and is hit on a d6 roll of 5 or 6.
A Leader fighting as an independent unit does not roll the D6 as they would when leading a unit to check for
stray fire if that optional rule is being used.
If an army loses its Leaders then the unit with the highest Command value will automatically become a
Leader unit, their Command value changing to a Leadership value. All units then must be within this new
Leader units Leadership range to receive orders, as usual. Unlike the armys original leaders, however, this
unit may still be targeted as a normal unit. However, the unit does not roll an additional D6 for stray fire.
Leaders may not be sabotaged.
Ground Units (Infantry and Cavalry)
Infantry units are based on stands approximately 1- wide by deep. A stand will usually have three
figures on it, but this is not required.
Cavalry units are based on stands approximately 1- by 1. Again, three figures per stand is standard but
not required.
Regardless of the number of figures on a stand, Ground Units lose one stand for every three casualties
they suffer in Shooting or Melee.
Ground Units use the formation rules.
Ground Units may enter Difficult terrain in certain formations.
Ground Units are Hit on a d6 roll of 3, 4, 5 or 6.
Ground Units may take advantage of cover. Units in cover take only Hits from Shooting and Melee. To
receive the cover bonus, at least of the units stands must be in the cover.
Ground Units may only fire on one unit.
Ground Units may use the Return Fire of Unallocated Units rule.
Ground Units may be the victim of sabotage and may perform espionage.
Artillery Batteries (Crew-Served Field Guns, Land Guns)
Artillery Batteries are based on two stands approximately 1- square. Limbers, if used, should be based on a
stand approximately 1- by 2. An Artillery stand will usually have a model of a single gun and two crewmen,

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although the number of crew figures is not regulated.


Regardless of the number of figures on a stand, Artillery units lose one stand for every two casualties
they suffer in Shooting or Melee.
Artillery Units use the formation rules.
Artillery Units may enter Difficult terrain.
Artillery may only fire on one unit.
Artillery Batteries receive Hits on a d6 roll of 5 or 6.
Artillery may use the Return Fire of Unallocated Units rule.
Artillery Batteries may take advantage of cover. Units in cover take only Hits from Shooting and Melee. To
receive the cover bonus, at least 1 of the Batterys stands must be in the cover.
Artillery Batteries may not be the victim of sabotage, but may perform espionage.

Machines (Steam Bots, Gizmos, Large Warbeasts, etc.)


Machines do not have standard bases; they are usually mounted individually on a base that is large enough
to accommodate them. A unit consists of two bases.
Machines do not use formation rules.
Machines may enter Difficult terrain
Machines are hit on a four, five or a six.
Machines do not gain the advantage of cover.
Machines may fire at multiple units by splitting its Shooting dice.
Machines receive one additional D6 against Ground Units and Artillery in Melee combat.
Machines may be the victim of sabotage and may perform espionage.
Capital Units (Landships, Walkers, Tripods, Airships, Aetherships, Leviathans)
Capital Units do not have standard bases; each is represented by an individual model.
Capital Units do not use formation rules.
Landships may not enter Difficult terrain; airships and other flying Capital Units may fly over it without penalty
Capital Units may fire at multiple units by splitting its Shooting dice.
Capital Units do not gain the advantage of cover.
Capital Units are hit on a five or six by Ground Units and a four, five and six by all other units including Artillery.
Capital Units receive two additional D6s against Ground Units and Artillery in Melee combat.
Landships may be the victim of sabotage; airships may not.

Small Flying Units (Martian Skiffs, Small Dirigibles, Planes, Small Flying Creatures)
Due to the wide variety of aircraft and flying creatures that fit into this category, there is no standard size of
base defined for Small Flying Units, nor a set number of figures for each base.
Regardless of the number of figures on a stand, Small Flying Units lose one stand for every two casualties
they suffer in Shooting or Melee.
Small Flying Units do not use formation rules.
Small Flying Units must move at least their Movement each turn unless provided with an Edge or Flaw that
says otherwise, i.e., Martian Skiffs with Liftwood may hover.
Small Flying Units may change direction freely and move over Difficult terrain without penalty.
Small Flying Units may use evasive maneuvers during their Movement. The effect of evasive maneuvers is

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that the unit takes only hits from Shooting. To successfully perform evasive maneuvers, the unit must pass
a Morale Check.
Small Flying Units receive Hits on a roll of 4, 5 or 6 by Ground Units and Artillery and on a roll of 5 or 6 by
Machines or Capital Units.
Small Flying Units may not be sabotaged.

Important Terms and Concepts


Scores Each units abilities are defined by a score in each of the following eight characteristics:
Shooting Range Range in inches that the unit may shoot.
Shooting Damage Damage in dice caused by each stand.
Melee Damage Damage in dice caused by each stand. This number is not used for Aircraft.
Leadership or Command Value Represents the distance in inches within which the unit must be from a
Leader to receive orders. For Leaders, this is the distance (again, in inches) the Leader may issue orders to
units.
Morale Represents units quality and its willingness to fight in the face of overwhelming odds.
Espionage How well the unit handles Sabotage attempts, both offensively and defensively.
Movement Distance in inches that this unit can move.
Threshold The number of Hits required causing a casualty or Internal Damage to the unit.
Command Points Command Points are a game construct that represent an armys ability to issue and carry out
orders. The concept includes things like signals technology, a generals tactical or strategic brilliance, the number of
runners available, discipline, and the chain of command. Command Points are used to issue most orders, and thus
define how well an army coordinates its actions. Run out of Command Points, and your units will fail to act.
Orders To issue an order to a unit, that unit must be within both the Leadership value of a Leader and the Command
value of the unit, and Command Points must be allocated appropriately before the actions are declared.
Move Order This order costs no Command Points but may not be given to Shaken units.
Change Formation This order costs of the units Command value.
Shoot This order costs the units Command value.
Return Fire This order costs the Command value of the unit in Command Points.
Charge This order costs the units Command Value.
Sabotage & Espionage Each side may issue one Sabotage or Espionage order or combinations thereof per
Leader.
Morale
There are three states of Morale for a unit: Steady, Shaken, and Routed. All units begin the game in Steady
morale, and this is the presumed state of morale unless otherwise indicated.
A Morale Check is made each turn a unit suffers stand losses equaling of the unit or more immediately upon
the removal of casualties in the removal phase. A failed Morale Check results in a Steady units condition
dropping to Shaken and the second failed Morale Check results in the Shaken units condition dropping to
Routed.
A Shaken unit is Disordered and may not be given a Move, Change Formation or Charge order until rallied. A
Shaken unit may be given Shooting orders and may fight in Melee combat. A Shaken unit shoots and melees
at strength.
A Routed unit will move at its full Movement speed towards the closest friendly table edge. Friendly units

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that see the routing unit route must pass a Difficult Morale Check. A Routed unit may not be given any
orders. A Routed unit melees at strength until it is rallied.
Morale Check Roll 2d6 and roll lower than or equal to the units Morale score to pass.
Difficult Morale Check Roll 3d6 and roll lower than or equal to the units Morale score to pass.
Machines and Capital Units automatically pass any Morale Checks and are never Shaken or Routed.

Terrain Terrain is classified as Open, Difficult or Impassable


Open No movement restrictions. Some examples include open pastures, forest clearings, hill tops and
meadows.
Difficult Ground Units and Artillery entering Difficult terrain must be in Skirmish, Mass or Disordered
formations. All units except Aircraft move at speed. Difficult terrain provides cover for Ground Units and
An example of Difficult Terrain providing cover for a unit of Zulus

Artillery. Some examples of Difficult terrain include woods, cities, shallow rivers and rocky ground. Units in
Difficult terrain must be spotted by the enemy by passing a Morale Check. Units that charge, move or shoot
out of the terrain are automatically spotted. Linear obstacles such as low walls or trenches reduce a units
Movement by 1.
Impassable Only Capital Units and Small Flying Units may enter Impassable terrain and do so at of
their movement. Some examples include deep rivers, steep mountainous, etc. Players are encouraged to
use discretion when deciding which Capital Unit types may enter Impassable terrain. For instance, a Land
Ironclad would not be able to enter a steep mountain area but a Walker could probably manage it.
Placement of Terrain:
o The table can either be predetermined by a specific scenario or randomly generated.
o For random generation and placement, roll 1d6 and place that many terrain pieces on the board.
Players take turns choosing and placing pieces of terrain. The player with the C-in-C with the highest
Leadership places the first piece.
o Terrain features should not be placed closer than four inches from each other.

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A Game Set in the Victorian Age of Conquest and Innovation!

Missions
Before the game starts, you need to determine the mission for this particular game. Missions can be either rolled
randomly or chosen by mutual assent. Alternatively, a specific scenario from one of the upcoming sourcebooks may
define the mission for the game. All missions last seven turns.
1. Meeting Engagement: A meeting engagement is when two or more forces of relatively equal size meet on
the field of battle. Place 1d6 terrain features on a 4x4 table. Setup all sides simultaneously, placing one unit
per side and alternating until all units are placed on both sides. Units may be placed no more than three feet
from one another on the table. Whoever has killed the most units after seven turns is declared the winner.
2. Surprise Attack: A surprise attack is when one side is unaware of the presence of the other side until after
the battle begins. Place 1d6 terrain features on a 4x4 table. Randomly determine who the attacker is and
who the defender is. The defender sets up all their units first in the middle of the table and then the attacker
sets up within two feet of the defender, anywhere on the table. If the defender is able to escape with at
least of their units, the defender wins. If the attacker is able to destroy at least of the defenders units
or prevent of the defenders units from escaping by turn seven the attacker wins. If neither side achieves
their goal, then the side with the most kills wins.
3. Defense: A defense engagement is when one side is defending a city, fort or some other defensible position.
Typically, the attacking force will be two to three times larger than the defending force due to the fact that the
attacking force has to breach the defenses of the defenders and suffers more losses due to the nasty surprises
that the defenders utilize. Place a defensive position such as a city, fort, mission or other emplacement
somewhere on the table. Place 1d6 additional terrain features on a 4x4 table. The defender sets up all
of their units first. The attacker sets up their units anywhere within two feet of the defenders position.
The attacker wins if they are able to rout at least of the defenders from their positions. The defenders
win if they are able to hold their position for seven turns. In addition, the defenders roll for 1d6 defensive
measures, choosing as they like. Defensive measures include the following:
Permanent Gun Emplacement: 12 shooting range, 3d6 shooting damage. 3 Threshold, takes
internal hits as a Machine.
Mines These are not placed in a specific place. Instead, the defender may roll 6d6 against a unit
within 12 of the defensive position at any time during a turn. This counts as an Artillery attack.
Once a mine is used, it is lost. Ground Units must pass a Morale Check or move at speed trying to
avoid mines once the mines are discovered (when the first mine explodes).
Moat/Ditches These count as Difficult terrain and are placed on one side of the defensive position.
Traps Lethal traps such as spiked pits and stationary Machines designed to thwart an attacker.
Similarly to the mines, these are not placed and instead the defender may make a 4d6 strength
attack against an attacker within 12 of the walls. In addition, the unit attacked must pass a Morale
Check or drop one morale condition.
4. Capture/Destroy the Technology: One side has recently discovered a new invention that will revolutionize
the future of steam technology and must guard it from the attacker. Place a factory complex somewhere on
the table. Place 1d6 additional terrain features on a 4x4 table. The defender sets up first, around the factory
complex. The attackers set up on one table edge within 4 of the edge of the table. The game ends if the
attacker is able to destroy the factory or defeat the defenders. The factory has a Threshold of eight and takes
Internal Hits as a Capital Unit. Additionally, the factorys Threshold score decreases exactly like a Machine

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or Capital Unit. On turn seven, if the factory still stands or is not captured by the attacker, the defender is
declared the winner.
5.

Annihilati on: This mission is setup the same as the meeting engagement but the game does not end until
one side has been completely destroyed or forced off the table. If both sides have units on the table by the
end of turn seven, a Morale Check must be passed for each unit. Whichever side passes the most Morale
Checks at the end of turn seven is declared the winner.

6.

Flagship: In this mission, both sides get one free landship or airship of their choice that can be no more than
100 points. (Players should agree on the total amount of points to spend on the Capital Unit). This Capital Unit
does not count against the normal maximum number of Capital Units per army rule. The Capital Unit is the
flagship of the army and great humiliation will come to any side that suffers the loss of their flagship. Place
1d6 terrain features on a 4x4 table. Both sides pick one table edge to set up on and alternate placement of
units until all units are placed. The first side to destroy the other sides flagship is declared the winner. If
both flagships are still on the table by turn seven, the side that has damaged their opponents flagship the
most is declared the winner.

Sketch by Arsenale Shipworks

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Playing the Game


When the Navy Walked - Turn Sequence
Each game turn is comprised of the following phases. Both sides play each phase simultaneously before moving to
the next phase. Each phase is played in order of a units Command value, from highest to lowest. Actions by units with
Command values that are the same occur simultaneously. Note that all casualties, Internal Hit, and Sabotage results
are applied as they occur. Always round down for determining command points and damage.
1.
2.
3.
4.
5.
6.
7.

Generate Command Points


Movement Phase
Shooting Phase
Charge Phase
Melee Phase
Sabotage/Espionage Phase
Rally/Repair Phase

1. Generate Command Points:


1.1. Each side rolls 1d6 per every two non-Leader units (rounded down) and adds all of their Leaders Leadership
values. The modified number represents the total Command Points usable by that side for this turn.
1.2. Command Points are allocated to giving orders at the beginning of each phase before each side announces
which units were given orders that phase. In order to give a unit an order, a Leader must be within its
Leadership value of the unit and the unit must be within its Command value of the leader in inches.
1.3. Command Points spent to allocate orders to units during a phase are immediately removed from the total
of Command Points available for the turn.
1.4. Unspent Command Points carry over from phase to phase until they are re-rolled on the next turn. In this
way a player may hold back some Command Points for sabotaging attempts and other surprises.
1.5. You do not need to spend Command Points to issue orders to Leaders.
2. Movement Phase:
2.1. To give a unit a Movement order, a Leader must be within its Leadership value of the unit and the unit must
be within its Command value of the Leader.
2.2. All players move their units in order of Command value, from highest to lowest.
2.3. A unit may freely wheel up to 45 while moving. A wheel of greater than 45 requires that Command Points
be allocated as if the unit was issued a Change Formation order.
2.4. Flying units must move at least their Movement score each turn unless otherwise specified by an Edge or
Flaw. If the flying unit is outside of the normal distance to receive Movement orders from a Leader, it will
move toward the nearest Leader with this mandatory movement.

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2.5. Formation Rules:


2.5.1.

Only Ground Units and Artillery are affected by formation rules, and they are always considered
to be in one formation or another.

2.5.2.

A Ground Unit is considered to be Formed when in the Line, March Column, or Wedge
formations.

2.5.3.

Formations for Ground Units and Artillery Batteries are as follows:

2.5.3.1.

Infantry: Line, March Column, Mass, Skirmish, Square and Disordered.

2.5.3.2.

Cavalry: Line, March Column, Mass, Skirmish, Wedge and Disordered.

2.5.3.3.

Artillery: Limbered, Unlimbered, and Disordered.

2.5.4.

Formation Descriptions:

2.5.4.1.

A Line is a formation in which all stands in the unit form one or two rows (or ranks), with
all stands in contact with at least one other stand. Units in Line may fire at full strength
from both ranks.

2.5.4.2.

A March Column is a formation in which all stands are placed in a single file behind one
lead stand. Units may move double their Movement score when in March Column.

2.5.4.3.

A Mass formation is used by undrilled troops such as natives, armed civilians or poorly
trained militias. Stands are placed in one or two uneven ranks and do not touch, but
are no further than inch apart. Units in Mass formation may enter Difficult terrain.
Stands in the second rank may only fire with half the usual number of dice. Formed
units attacking a Mass formation add 1d6 to their Melee strength per stand in base-tobase contact with the Mass unit.

2.5.4.4.

A Skirmish formation is one in which the stands are at least in apart and do not touch.
A unit in Skirmish receives only the number of Hits dealt by Shooting attacks, but has
its Shooting strength reduced by . The effect of receiving only Hits does not stack
with the effects being in cover. Formed units attacking Skirmish troops add 1d6 to their
Melee strength per stand in base to base contact with the Skirmish unit.

2.5.4.5.

A Square is effective against cavalry and opponents attacking a square with a cavalry
charge deal only as many Hits. Artillery Batteries firing on Ground Units in Square gain
an additional die of Shooting damage per stand firing.

2.5.4.6.

The Disordered formation is most commonly used when a unit is Shaken or Routed. To
indicate Disordered units, place the unit with the stands at odd angles to one another.
Disordered units have no frontage, and therefore any attack against them is made as
if to a flank. A Disordered unit must pass a Morale Check and then be giving a Change
Formation order to regroup from Disordered formation. A Disordered unit may only fire
at of its regular Shooting strength.

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A Game Set in the Victorian Age of Conquest and Innovation!
2.5.4.7.

A Wedge formation grants the cavalry double Hits if completing a successful charge. The
Wedge automatically converts to a Line formation after a successful charge, at no cost
in Command Points.

2.5.4.8.

Limbered artillery may move its full Movement score, but may not fire in the Shooting
phase. Limbered artillery may enter and move through Difficult terrain. Limbered
artillery takes double Hits from all attacks.

2.5.4.9.

Unlimbered artillery may be moved by the crew up to 1. Unlimbered artillery may enter
and move through Difficult terrain. It may fire in the Shooting phase.

2.6. Changing Formation:


2.6.1.

A unit is able to move and change formation or change formation and then move in the same
turn, provided that the Command Points be spent appropriately. Regardless of movement, a
unit may only make one formation change per turn.

2.6.2.

To issue a Change Formation order to a unit, a Leader must be within its Leadership value and
within the Command value of the unit.

2.6.3.

The cost in Command Points to order a unit to Change Formation is equal to that units
Command Value. Issuing an order to Change Formation to a unit greater than six stands adds
one to the Command Point cost for each stand after the sixth.

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2.7.

Formation Examples

Line Formation (4 stands)

March Column (4 stands)

Skirmish (4 stands)

Square (4 stands)

Wedge(Cavalry Only) (5 stands)

Disordered/Shaken (4 stands)

Artillery (Limbered and Unlimbered) (2 stands)

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3. Shooting Phase:
3.1. Allocate Command Points for Shooting Orders:
3.1.1. Both sides secretly record all units to which they wish to issue Shooting orders.
3.1.1.1.

A Leader may only issue orders to a unit if the Leader is within the units Command
value and within range of the Leaders Leadership value.

3.1.1.2.

The cost in Command Points to order a unit to shoot is equal to that units Command
Value. To issue an order to fire to a unit greater than six stands costs two additional
Command Points for each stand after six.

3.1.2. Note that larger units and those that are more powerful such as landships require a greater
expenditure of Command Points than smaller units do. This mechanic represents the greater level
of command necessary to control these behemoth landships and massive units as commands
make their way down the chain of command throughout the units large organizational structure.
3.2. Fire Allocated Units:
3.2.1. Both sides activate their shooting units from highest to lowest in order of Command Value.
Units that have the same Command value fire simultaneously and casualties on both sides may
return fire.
3.2.2. The active unit nominates a target. The target of a Ground Unit or Artillery must be within the
forward facing 45 degree arc of fire of the shooting unit. All other units may fire in a 360 degree
arc. Under no circumstances is pre-measuring of the range to a target prior to nomination ever
acceptable.
3.2.3. Measure the distance to the target. In order to hit a unit, at least one stand of the target unit
must be completely within range and within the arc of fire of the shooting unit. If a target is
outside of the shooting units range, that unit is still considered to have shot and the allocated
Command Points are still spent.
3.2.4. If the target is within range, roll the number of Shooting damage dice for the unit for each stand
that is able to fire.
3.2.4.1.

A roll of 1 or 2 is always a miss.

3.2.4.2.

Ground Units receive a Hit on a roll of 3, 4, 5 or 6

3.2.4.3.

Artillery Units receive a Hit on a roll of 5 or 6.

3.2.4.4.

Machines and Small Flying Units receive a Hit on a roll of 4, 5 or 6

3.2.4.5.

Capital Units are hit on a roll of 5 or 6 by Ground Units and a roll of 4, 5 or 6 by all other
units, including Artillery.

3.2.4.6.

A Leader fighting as an independent unit is Hit on a roll of 5 or 6.

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3.2.4.7.
3.3.

Rolls of 6 count as two Hits, not one.

Flank Attacks: A unit being fired upon from the flank (rear or sides) that does not deny flank by changing
formation to deny flank takes double Hits from the shooter. To deny the flank, make a successful Morale
Check. This check may be made once per turn. Failure results in the unit becoming Disordered, but not
Shaken. This check may be made once per turn. Failure results in the unit becoming Disordered, but not
Shaken. A unit may only deny one of their flanks in this manner. Example: A unit of British regulars attacked
by one side by a charging unit of German Seabattalion and the rear by a horde of Native Allies may choose
to deny the flank attack of the either the Germans or the Natives but not both.
3.3.1. Effects of Cover: A Ground Unit or Artillery unit with at least half of its stands in cover receives
the number of Hits. For instance, if a unit of British regulars are shooting a unit of Zulu Impi that
are in light woods, roll the full attack and then half the total number of Hits before comparing
them to the Zulu units Threshold.

3.4. Casualties and Damage:


3.4.1. Ground Units, Artillery Batteries and Small Flying Units suffer one casualty loss each time an
opponent rolls a number of Hits equal the units Threshold score. As an example, if a unit suffers
four Hits and has a Threshold score of two, then that unit suffers two casualties.
3.4.1.1.

Mark all casualties in a unit from the unit owners left to right.

3.4.1.2.

A Ground Unit stand that takes three casualties is removed regardless of the number of
figures on the stand. A casualty is represented by a single figure on a stand.

3.4.1.3.

An Artillery Battery or Small Flying Unit stand that takes two casualties is removed
regardless of the number of figures on the stand.

3.4.1.4.

Additional Hits that would not meet the Threshold score and therefore would not cause
a casualty are lost and do not carry over from unit to unit.

3.4.2. A Machine or Capital Unit that takes hits equal to its Threshold score must roll on the Internal
Hits table. All Small Flying Units that are hit roll on the Internal Hits table. The results of any
rolls occur immediately.
3.4.2.1.

All Machines and Capital Units that suffer a Threshold hit lose one point of their
Threshold score for the remainder of the game. This represents the hull becoming easier
to damage as armor and interior hits are scored against the massive war machines.

3.4.2.2.

A Machine or Capital Unit that has its Threshold score reduced to zero is destroyed,
crippled, or otherwise out of play for the remainder of the game.

3.5. Morale Checks: When a unit takes enough casualties to cause of the current number of the units stands
to be lost, a Morale Check must be made. For example, the 42nd (Black Watch) Highlanders begins the game
with 4 stands. On losing two stands, a Morale Check is made. Now, if the Highlanders lose another stand (1
of the 2 remaining), another Morale Check is necessary.

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3.5.1. Roll 2d6. Roll less than or equal to the units Morale score to pass the Morale Check.

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

3.5.2. A Steady unit failing a Morale Check is immediately Shaken and Disordered. A Shaken unit failing
a Morale Check is immediately Routed.
3.6. Return Fire of Unallocated Units:
3.6.1. Should they survive, any units that were not given Shooting orders at the beginning of the phase,
but were fired upon by an enemy unit, may Return Fire. They do so at a cost of their Command
value in Command Points.
3.6.2. Units that Return Fire do so as a natural reaction, and do not need to be within a Leaders
Leadership value or their own Command value from a Leader.
3.6.3. Units that were shot at from outside of their attackers range may still Return Fire.
3.6.4. Units using this rule may only Return Fire at a unit that fired upon them.
4. Charge Phase:
4.1. Allocate Command Points for Charge Orders:
4.1.1. Both sides secretly record all units for which they wish to issue Charge orders, and their
intended targets. Under no circumstances is pre-measuring of the distance between units ever
acceptable.

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When the Navy Walked

3.6.

Examples of Shooting

The blue unit can fire upon the red


unit because it is within the 45 arc.

The red unit can fire upon the blue unit


because it is within the 45 arc. In addition,
the blue unit is flanked and suffers double hits
from the red units attack.

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When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

The blue unit may not fire at the red unit


because the red unit is outside of the 45
arc of the blue unit. In order to fire at a
unit at least one stand of the target unit
must be completely within the arc of fire.

Hill

The blue unit is in cover in the woods (Difficult terrain).


Note that they are in Skirmish formation.

Woods
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When the Navy Walked

4.1.2. A Leader may only issue orders to a unit if the Leader is within the units Command value and
within the Leaders Leadership value.
4.1.3. The cost in Command Points to order a unit to charge is equal to of that units Command value.
Issuing an order to charge to a unit of greater than six stands costs one additional Command
Point for each stand after the sixth.
4.1.4. Only Ground Units may charge, as the other unit types do not gain the momentum necessary
for this action.
4.2. Completing Charges:
4.2.1. Both sides declare any charges, with the highest Command value unit charging first, followed by
those with lower Command values.
4.2.2. To complete a charge, a unit must first pass a Charge Completion check by rolling anything other
than 10, 11 or 12 on 2d6.
4.2.2.1.

If the unit does not pass the Charge Completion check, they are Shaken and go
immediately into Disordered formation where they stand.

4.2.2.2.

If successful, a unit may move up to its full Movement distance toward the unit that they
are charging.

4.2.2.2.1.

In the event a charging unit fails to make contact with the target unit, the charging
unit must pass another Morale Check to move double its normal Movement. If
the unit fails the Morale Check, they immediately stop in place and change to
Disordered formation, but are not Shaken.

4.2.2.2.2.

If a charging unit is still unable to make contact with the target unit, then the
charging unit moves double their Movement towards the target and stops in
Disordered formation (but not Shaken morale).

4.3. Stand and Fire: The charged unit makes a Morale Check to shoot the charging unit.
4.3.1. If successful, the charged unit may fire into the charging unit. Casualties are inflicted on the
charging unit as per the normal Shooting procedures, described above. There is no Command
Point cost for this action.
4.3.2. If unsuccessful, the charged unit does not load their arms in time and they do not fire.
4.3.3. Remove casualties from the Shooting (if any) and make any necessary Morale Checks for the
charging unit prior to resolving the charge.
4.4. Resolving the Charge: After the charged units Stand and Fire attempt is completed, the charging unit
immediately makes a Melee attack against the charged unit, following the standard procedures for Melee as
described below, with the following exceptions:
4.4.1.

Only the charging unit rolls dice for Hits.

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When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!
4.4.2. The charging unit is able to reroll all 6s, counting each 6 as a Hit, continuing to add Hits and reroll until no 6s are scored.
4.4.3. Cavalry in Wedge formation deal double the usual number of Hits for this round of Melee
combat.
4.4.4. This free Melee attack only occurs the first turn of a successful charge. After this initial charge
melee attack, move to normal Melee.
5. Melee Phase:
5.1. All units that are in base-to-base contact with one another attack each other simultaneously, with casualties
being able to return the attack before being removed.
5.2. Aircraft can not be in base-to-base contact with ground based units, and therefore can not be in Melee.
Boarding action rules for aerial battles will be covered in an upcoming supplement to these rules.
5.3. All units in Melee roll their Melee damage counting all Hits.
5.3.1. A roll of 1 or 2 is always a miss.
5.3.2. Ground Units receive a Hit on a roll of 3, 4, 5 or 6
5.3.3. Artillery Batteries receive a Hit on a roll of 5 or 6.
5.3.4. Machines receive a Hit on a roll of 4, 5 or 6
5.3.5. Landships are hit on a roll of 5 or 6 by Ground Units and a roll of 4, 5 or 6 by all other units,
including Artillery.
5.3.6. A Leader that chose to fight as an independent unit receives a Hit on a roll of 5 or 6.
5.3.7. Rolls of 6 count as two Hits, not one.
5.4. Effects of a Flank Attack:
5.4.1. A unit being attacked from the flank (rear or sides) that does not deny flank by changing
formation to deny flank takes double Hits from the attacker.
5.4.2. To deny the flank, make a successful Morale Check. This check may be made once per turn.
There is no cost in Command Points to deny the flank.
5.4.3. Failing this Morale Check leaves the unit Disordered, but not Shaken.
5.5. Effects of Cover: A Ground Unit or Artillery Battery with at least half of its stands in cover receives the
number of Hits. For instance, if a unit of British regulars is defending a wall against a unit of Zulu Impi, roll
the full attack and then half the total number of Hits before comparing them to the British units Threshold.
5.6. Resolving Melee Combat:
5.6.1. No Morale Checks are made in Melee combat. The unit that caused the most Hits is the winner

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When the Navy Walked

of the combat.
5.6.2. If equal hits are caused by both sides, or if the winner scores less than double the number
of Hits, both units are locked in Melee for the next turn and may only engage one another in
Melee.
5.6.3. If the winner caused more than double the number of Hits taken, the loser falls back 3 and is
Shaken and Disordered.
5.6.4. If the winner caused more than triple the number of Hits taken, the loser falls back their full
Movement and is Routed and Disordered.
5.6.5. Landships and other machines are never Shaken or Routed, and never fall back in Melee.
6. Sabotage/Espionage Phase:
6.1. Allocate Command Points for Sabotage and Espionage orders:
6.1.1. Each Leader may allocate Command Points to only one unit in this phase, but may issue either
Sabotage or Espionage orders.
6.1.1.1.

Sabotage orders cost one Command Point to issue.

6.1.1.2.

Espionage orders cost two Command Points to issue.

6.1.2. The player that allocated points for Sabotage orders secretly notes the unit to which they wish
to issue the Sabotage orders (the saboteur unit), and upon which unit the Sabotage is to be
attempted.
6.1.2.1.

The saboteur unit must be within the Leadership value of at least one of the players
Leaders.

6.1.2.2.

The target unit must be within the Leadership value of one of the Leaders and/or the
Command value of the saboteur unit.

6.1.3. To perform Espionage, players secretly record which units will do so.
6.1.4. Units which can be sabotaged are Ground Units, non-flying Capital Units and Machines. Units
which cannot be sabotaged are Aircraft, Leaders and Artillery.
6.1.5. Only one unit per player per turn may be sabotaged.
6.2. Counter-Espionage:
6.2.1. Both players announce how many Sabotage and Espionage orders they have issued.
6.2.2. If a player has issued more Sabotage orders than his opponent has issued Espionage orders,
proceed to Resolving Sabotage. Otherwise, end this phase.
6.3. Resolving Sabotage:

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A Game Set in the Victorian Age of Conquest and Innovation!
6.3.1. Players with remaining Sabotage orders declare which unit they are attempting to Sabotage and
roll a number of d6 equal to the Leaders Sabotage score.
6.3.2. The Sabotaged unit then rolls a number of d6 equal to its Espionage value.
6.3.3. If the Sabotaging player scores a higher total than the unit that is being sabotaged, then Sabotage
attempt has been successful and the victim must roll on the Sabotage Table.
7. Rally/Repair Phase:
7.1. Rallying Shaken or Routed Units
7.1.1. For all Shaken or Routed units within a friendly Leaders Leadership value, make a Morale Check
by rolling 2d6 totaling less than or equal to the units Morale rating.
7.1.2. All Shaken or Routed units that are outside of a friendly Leaders Leadership value must make a
Difficult Morale Check by rolling 3d6 and rolling lower than or equal to the units Morale rating.
7.1.3. Units that pass this Morale Check are no longer Shaken or Routed. Note this does not mean that
a unit goes from Routed to Shaken, but that a unit goes from either Shaken or Routed to Steady
with a successful Morale Check.
7.2. Repairing Capital Units, Machines and Small Flying Units:
7.2.1. Each player may attempt to repair damage to a Capital Unit, Machine or Small Flying Unit by
rolling 1d6 versus the difficulty of the damaged system (in the Internal Damage Chart).
7.2.2. Each player may attempt to repair one system per vehicle per turn.
7.2.3. If the Master Engineer is dead (due to an Internal Hit result), any attempted repairs are only
successful on a roll of 1 on a d6.

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Internal Hits and Sabotage Tables

Internal Hits Table

Roll 1d12
(Two Hits in Same Location Disables that System)

2
3
4

5
6
7
8
9
10
11

12
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CITE BURNER: The landship cannot move until the burner is repaired on a roll of 1-3 on d6.
Additionally, a fire breaks out, which must be put out before any repairs are made, and does one
Threshold hit each turn. A repair team may put the fire out on a roll of 1-3 on d6, but cannot
make other repairs this turn.
PILOTHOUSE: Officers in the pilot house are attacked as shrapnel bounces around the
pilothouse. The captain is killed on a roll of a 6 on a d6. The landship moves in a random
direction this turn only as the pilot loses control to duck away from the shrapnel. If the Captain
is killed, the First Officer takes over. If the First Officer is later killed in the Captains place, the
landship is unable to move for the remainder of the game.
OPTICS: The landship must henceforth roll 6s for all firing at other Machines and Capital Units.
Shots at other unit types are unaffected. Optics can be repaired on a roll of 1-2 on a d6.
STEERING: Any movement must be straight ahead until repaired on roll of a 1-3 on d6. The
landship does not have to move (except for airships, which continue at previous speed). If this
takes the ship off board, roll 1d6 to determine how many turns it takes to repair and for the
airship to return. In addition, roll 1d6, a result of 6 means the Master Engineer has been killed
and all further repairs are made only on a d6 roll of 1.

SUPERSTRUCTURE: One surface-mounted device (spar or steam torpedo, boarding ladder,


ram, plow, boarding piece, etc.) is destroyed. Lose one increment of range until repaired on 1-3
on d6.
SEVERE HULL DAMAGE: The landship takes an additional Hull hit which reduces its Threshold
by an additional one point. After all Threshold is gone, the landship is destroyed. Hull hits
cannot be repaired.
TRANSMISSION: Landship cannot move until repaired on 1-3.

COAL BUNKERS: Fire! Until the fire is put out on a d6 roll of 1-3, the landship takes 1 additional
Internal Hit per turn. Two hits on the Coal Bunkers will destroy the landship.

SECONDARY GUN: The landships next largest weapon is knocked out. If there is only one kind
of weapon, one of them is knocked out. Lose one shooting dice until repaired on a roll of 1-3
on a d6.
MAIN GUN: The landships largest weapon is knocked out! Lose two shooting dice until the gun
is repaired on a roll of 1-3 on a d6.

SHELL LOCKER: Explosion! Roll 2 more Internal Hits, ignoring additional rolls of 11. All
cannon, naval guns, siege guns, bombs, and catapults are considered damaged until repaired.
The landship may not fire until repaired on a d6 roll of 1-4.
LLAD / Perpetual Motion Machine: A massive explosion destroys the Machine as the LLAD
and Perpetual Motion Machine is hit, causing a chain-reaction explosion. If this was a Capital
Unit that was hit, the hit causes one additional Hull hit. Roll again on the Internal Hits Table,
ignoring further results of 12. Capital Units have multiple LLADs and Perpetual Motion Machines
powering their massive bulk.

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Sabotage Table (For Landships and Machines)


(Roll d6)

Bomb: A saboteur has planted a bomb in the landship! Roll 1d6. On a roll of 4+
the bomb detonates, causing one Internal Hit (roll on the Internal Hit table) and 2
Hull Damage (reducing the Threshold by two). On a roll of a 1-3, the saboteur has
succeeded in blowing himself up, but little else.
Assassin: An assassin attempts to kill the Captain! The assassin rolls the
Espionage of the closest friendly unit and this unit rolls its Espionage. Whoever
has the higher roll wins. If the assassin wins, the First Officer takes the Captains
place. If the Captain wins the roll, the Captain and his loyal crew kill the assassin.

Gremlin: A gremlin clockwork device has been placed within the inner workings
of the systems of the landship. Roll 1d6 to determine location. (The location
sabotaged counts as a first hit for purposes of disabling the system permanently).

1
2
3
4
5
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Steering The Landship may not turn until repaired on a 1-3 on a d6.

Pilothouse The Landships internal controls are frozen and it moves


in a random direction until repaired on a 1-3 on a d6.

Transmission The Landship may not move until repaired on a 1-3


on a d6.
Superstructure A surface mounted device is destroyed (see Internal
Damage table).
Coal Bunkers A fire erupts in the coal bunkers (see Internal Damage
table).

Dud The clockwork device fails and is lost within the workings
of the Landship.

Blueprints: A spy has successfully gathered the blueprints for the sabotaged unit.
All of your Ground Units that attack this model of Landship or Machine add one to
all dice for the purposes of determining Hits on them. The second time this result
is scored on this model of Landship or Machine, all Hits of 6s against this model by
Ground Units are re-rolled, just as if it were a charge.
Traitor: A traitor attempts to convince the crew to rebel against the officers.
The traitor rolls the Espionage of the closest friendly unit and this unit rolls its
Espionage. Whoever has the higher roll wins. If the traitor wins, the landship
takes an Internal Hit from the crew as they damage the innards of the vehicle. If
the crew wins, they overpower and capture the traitor.
Captured: The saboteur has been captured by the crew of the landship, and reveals
information about your forces battle plan. For the remainder of the game, this
landship or Machine adds +1 to all dice for purposes of determining Hits against
your units.

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When the Navy Walked

Sabotage Table (For Ground Units)


(Roll d6)

Grenade: A saboteur has planted a grenade in the unit. Roll a die. On a roll of 4+
the grenade detonates, causing one stand loss. On a roll of a 1-3 the saboteur has
succeeded in blowing himself up, but little else.

Assassin: An assassin attempts to kill the members of the unit. The assassin rolls
the Espionage of the closest friendly unit and this unit rolls its Espionage; the higher
roll wins. If the assassin wins, the defending unit loses one stand. If the unit wins the
roll, they kill the assassin.
Bad Orders: Your saboteur has attempted to give this unit bad orders. The saboteur
rolls the Espionage of the closest friendly unit and this unit rolls its Espionage. If
the saboteur wins, the sabotaged unit may not be issued Move, Shooting, or Charge
orders, or otherwise make actions until they pass a Morale Check at the end of the
NEXT turn. All spent Command Points are still spent.

Tactics: A spy has successfully learned the tactics used by this unit. All of your Ground
Units that attack this unit do so at a +1 to their die rolls to Hit. The second time this
result is scored, all hits of 6s by Ground Units are re-rolled as if it were a charge.
Deserters: This traitor attempts to convince the unit to rebel against their officers.
The traitor rolls the Espionage of the closest friendly unit and this unit rolls its
Espionage. Whoever has the higher roll wins. If the traitor wins, the unit loses a
stand. If the unit wins, the traitor is killed.

Captured: The saboteur has been captured by the unit, is tortured and reveals
information about your forces tactics. For the remainder of the game, this unit adds
+1 to all dice for purposes of determining Hits against your units.

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A Game Set in the Victorian Age of Conquest and Innovation!

Optional Rules
The following rules are optional, adding a new dimension to gameplay in WtNW. Both players must agree to use
these optional rules before the game begins.
8. Improving Initiative: There may be times when it is vital to your army that a particular unit go first in a phase. For
example, if you really must move your lancers between the Martian Foot Guard and a battalion of Routed infantry.
8.1.

A units Command value may be raised for one phase for the purpose of determining the order of action at
a cost of one Command Point for every point of Command value increased.

8.2.

The unit to be improved must be within the Leadership value of a Leader and must also be within its
unimproved Command value of that Leader.

8.3.

There is a limit on the number of Command Points which may be allocated for improving a units initiative.
You may not allocate a number of Command Points greater than the Leadership value of the Leader nearest
the unit to be improved.

9. Boarding Combat for Flyers: If you wish to include short boarding actions and fighting between flying units such

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When the Navy Walked

as small flying units and airships assign these units a melee score.
9.1.

Grappling: Make a normal melee attack as per the melee phase. If the attacker is successful, the target is
boarded.

9.2.

Melee: Make an additional melee attack as per the melee phase. Instead of pushing back the loser, the
winner destroys the losers flying unit.
Note: The full version of Boarding rules including grappling and repelling for combat between flying units
will be covered in the upcoming release of WTNW: Conflict on Mars!

10. Movement Costs Command Points: This rule incorporates the order to move as an order derived from the
General.
10.1. In order to make a regular movement the unit must be within its Command Value and within the Leadership
Value of a leader unit.
10.2. To move the unit spends an amount of Command Points equal to the total value of the of the units
Command.
10.3. Changing formations costs additional Command Points as per the change formation rules.
11. Stray Fire Can Kill Leaders: Sometimes stray fire from friendly or enemy guns can cause a leaders demise.
11.1. If a Leader led a unit that received casualties, at the end of the phase roll a D6. On a roll of six, the Leader
was killed by stray fire.
12. Leaders Captured: A leader captured in Melee can become a powerful tool to negotiate the surrender of the
enemy.
12.1. A leader that is leading a unit is automatically captured if the unit is in melee and routes.
12.2. Roll 4d6 and higher than the captured leaders Leadership score.
12.2.1. If successful, the leader gives privileged information on the whereabouts of his units.
12.2.1.1. Roll on the Sabotage table against the next closest enemy unit to the unit that captured the
leader.

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When the Navy Walked


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Building Your Army


Normally, an army will consist of between 500 and 1000 points. When building a unit it is important to remember
that the cost of the unit is all points spent on the Units Attributes and Edges and points gained from Flaws. Use the
following tables to build each stand. Make sure to give each stand a Movement, Command/Leadership Value, Morale,
Shooting Range, Shooting Damage, Melee Damage, Threshold and an Espionage score.
To build a unit, purchase the stand multiple times. A normal Ground Unit consists of between four and six stands,
an Artillery Battery consists of two stands, a flight of Small Flying Units consists of two to four stands, a unit of Machines (or creatures) consist of two stands and a Capital Unit consists of one stand (represented by a massive landship or airship on the table). A Leader is also a single stand unit.
Purchasing Leaders
An army must have one Commander-in-Chief with a Leadership value no less than 12 and a Sub-General with a
Leadership value no less than 8. An army may include up to one additional Leader for every three non-Leader units in
the army. Individual Leaders may have up to two Edges and two Flaws (see below).
Purchasing Ground Units
A Ground Unit is purchased by stand and may consist of any number of stands, although a unit with more than
six stands is significantly more difficult to command due to the number of individuals that make up the unit. Ground
Units consist of infantry and cavalry and may have up to one Edge and one Flaw per unit.
Purchasing Artillery Batteries
An Artillery battery is purchased as a set of two stands that may be purchased for every four ground units in the
army. An artillery battery can withstand two casualties per stand regardless of the number of figures represented on
the stand.
Purchasing Small Flying Units
A unit of Small Flying Units can be purchased for every two Ground Units. A unit of planes or small flying craft can
take up to two casualties per stand regardless of the number of figures actually represented on the stand.
Purchasing Machines & Creatures / Capital Units (Steamtech)
When building forces, an army may include one Machine (or creature) for every two Ground Units and one Capital
Unit for every four Ground Units. Thus, if your army has one Leader, four Ground Units and an Artillery Battery, you
may have two Machine (or creature!) units and one Capital Unit. Machine units are purchased as a unit of two or more
(per stand). When giving a Machine unit an order, the Command Points are spent for the entire unit, although the
individual Machines or Creatures do not have to maintain base-to-base contact and may move and act independently
of each other. Machine units may be given up to two Edges and two Flaws. Capital Units are purchased at the cost of
one stand and may be given up to four Edges and four Flaws.

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A Game Set in the Victorian Age of Conquest and Innovation!
Native Spearmen - An Example of Unit Creation
To create a unit we must flesh out the characteristics of the stands that represent the unit. An example below
shows us step-by-step how to create a unit of Native Spearmen using the unit creation tables below. First, we consider
that the average range for shooting in the game is 12, so we assigned the Native Spearmen a shooting range of 6 at
a cost of 2 points. Next we must give the Shoot attack a damage value and decide that due to the massive number of
natives hurling spears the Damage rating is going to be the standard 2d6 also at a cost of 2 points. Since the Native
Spearmen are using only spears we assign the Melee a score of 2d6 at the cost of another 2 points. So far we have
only spent 6 points on the stand. This takes care of the Combat section of the unit roster. Now we must decide what
kind of fighters these Native Spearmen are. We decide to base them on the Zulus at Isandlwana, and give them a standard Command value of 6 at the cost of 2 points, and a Morale value of 5 at the cost of 3 points. Finally, we assign an
Espionage value of 2d6, a Threshold score of 2, both at 2 points, and a Move score of 6 at the cost of 4 points. The
total points cost for one stand in this unit is 19. We decide to make this a four stand unit and multiply the total stand
cost by 4 to get 76 as the total point cost for the unit.
*NOTE: When designing a unit, it is important to consider that some unit types have maximum attribute values and
others have minimum attribute values that must be purchased in order to qualify to be that type of unit.*

Example Unit (Nati ve Spearmen) Four Stands


Shooting
Melee
Quality
Shoot
Damage
Damage
Command
score
6
2d6
2d6
6
Point cost
2
2
2
2
Total Stand
19
Pts
Total Unit
76

Morale
5
3

Espionage
2d6
2

Threshold
2
2

Move
6
4

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Capital Unit Classes


Due to the fact that their construction techniques, command structures and fighting tactics were derived from the
navy, Capital Units are categorized into classes according to their armor, speed and armament. In WtNW game terms,
this means ship classification according to the vessels Threshold score and the number and strength of ranged attacks
they are given. The following classifications are examples, and there can always be landships or airships that deviate
from these descriptions based on Edges, Flaws, or national origin. For instance, a Patrol Boat classed landship with an
Edge that grants it Superior Ammo might be considered a missile frigate, or a French Destroyer class airship might
be classed as a corvette instead. In the end, the designation of the fleet is up to the decision of the player running it.

Threshold

# Ranged
Attacks

Ranged Strength

Movement

Patrol Boat

2d

Fastest

Destroyer

4-6

1-2

2d

Fast

Cruiser

5-6

1-3

3d

Average

Battleship

6+

2+

2d-4d

Slow

Dreadnaught

6+

3+

4d+

Slowest

Class

As a bit of color, it is also recommended that you name each of your Capital Units. Trust me, youll enjoy the game
more if you invest a few moments to christen your new Dreadnaught the HMLS Cerebus (for example) rather than
simply putting that big landship model on the table.

Zyklops sketch by Arsenale Shipworks

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When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!
Attributes Point Cost Charts
Shooting Ranges &
Command Values
Points

Value

Melee /Shooting Damage &


Espionage/Sabotage

Notes

10

12

14

16

18

19

10

20

Points

Value

A,B, D

6d6

7d6

8d6

9d6

10

10

10

10d6

Points

Value

1d6

2d6

3d6

4d6

5d6

Movement & Morale


Points

Value

10

Notes

Threshold

Notes

Notes

A,B

Notes (Maximums and Minimums)


A

Maximum ground units (Applies to Shooting,


Shooting and Melee Damage and Movement)

Maximum Cavalry (Applies to Shooting, Shooting


and Melee Damage and Movement)

Minimum Airship, Dirigible (Applies to Movement)

Minimum Machine (Applies to Shooting and Melee


Damage)

Minimum Ironclad or Walker (Applies to Melee and


Shooting Damage)

Minimum Artillery (Shooting Damage Only)

A, C

31
Joe Dobson (order #2850010)

When the Navy Walked

Edges and Flaws


This is a listing of the Edges and Flaws for the WtNW game. Each unit type can be given a number of Edges and
Flaws up to the following maximums. The cost for each Edge or Flaw is listed below. Unless otherwise specified the
cost listed is the total cost for the unit.

Max Edges

Max Flaws

Ground Units

Artillery Batteries

Machines/Creatures

Capital Units

Small Flying Units

Leaders

Type

Edges
Additional Melee Attack

(Multiple Arms, Two Swords, Superior Swordsmanship)

Description
Grants additional Melee Attack to unit (may be purchased multiple times per unit, up to the
maximum per unit restriction, below).
Restrictions
This Edge may be purchased up to the following times: 1x Ground Units, 1x Artillery, 3x Machines,
4x Capital Units.
Cost
2 + the cost for Melee dice purchased for each additional attack.

Additional Ranged Attack


(Extra Guns, Maxim Guns, etc.)

Description
Grants one additional Ranged Attack to the unit. This Edge may be purchased multiple times
for the same unit, up to the maximum per unit restriction, below. When shooting, a unit that has
multiple ranged attacks only pays the Command Points once to shoot all weapons.
Restrictions
This Edge may be purchased up to the following times: 1x Ground Units, 2x Artillery & Machines,
4x Capital Units.
Cost
2 + the cost in ranged and shooting dice purchased for each additional attack.

32
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Edges
Canister Shot
Description
This units cannons are equipped with canister shot and can fire devastating attacks in Melee.
This unit makes two Melee attacks at shooting value against unit in Melee.
Restrictions
Artillery Battery only.
Cost
5

Elite Unit

(Coldstream Guards, French Foreign Legion, Young Guard)

Description
This unit is elite, with iron discipline and esprit de corps, and makes Morale Checks at -1 per die.
Restrictions
None.
Cost
5

Engineers Attached
Description
If this unit does not move in a turn, it automatically digs in. This turn and all subsequent turns
until the unit moves again, the enemy does not count 6s as double.
Restrictions
Infantry only.
Cost
3

Guerilla Tactics
Description
When in Skirmish formation, this unit can only be hit on 5 or 6, instead of 3, 4, 5 or 6.
Restrictions
Ground Units only.
Cost
unit total.

33
Joe Dobson (order #2850010)

When the Navy Walked

Edges
Horse Artillery
Description
This unit has a team of horses to pull the battery and is able to be rapidly deployed. This unit may
Change Formation before and after moving, i.e., limber, move, and unlimber each turn.
Restrictions
Artillery Battery only.
Cost
5

Improved Defensive Tactics


Description
Unit is hit on a 4, 5 or 6 instead of on a 3, 4, 5 or 6.
Restrictions
Ground Units only.
Cost
4

Improved LLAD
Description
This Machine or Capital Unit may move double in lieu of shooting this turn.
Restrictions
Machines or Capital Units only.
Cost
4

Lift Wood
Description
This aircraft is made out of Lift Wood, which makes it able to hover in place. This unit can hover
over the battlefield instead of having to continually move at least speed.
Restrictions
Airships and Small Flying Units only.
Cost
unit total.

34
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Edges
Light Cavalry

(Cossacks, Spahis, 21st Lancers, etc.)

Description
This unit may make a double move, paying the units Command value in Command Points to do
so.
Restrictions
Cavalry only.
Cost
3

Superior Ammo

(Armor Piercing Rounds, Heavy Rockets, etc.)

Description
This unit may re-roll all 1s when shooting, keeping the result even if more 1s are rolled.
Restrictions
None.
Cost
5 (if unit has multiple attacks the cost is an additional 5 per attack)

Superior Capital Unit Armor


Description
Sixes rolled for Hits on this Capital Unit count as only one Hit instead of two.
Restrictions
Capital Units only.
Cost
6

Superior Machine Armor


Description
Machine can only be hit on a 5 or 6, instead of on a 4, 5 or 6.
Restrictions
Machines only.
Cost
4

35
Joe Dobson (order #2850010)

When the Navy Walked

Edges
Superior Maneuverability
Descripti on
This unit can make up to a 180 degree turn without needing to issue Change Formation orders,
unless Shaken or Routed.
Restricti ons
Ground Units only.
Cost
4

36
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

37
Joe Dobson (order #2850010)

When the Navy Walked

Flaws
Green Unit

(Militia, Armed Civilians, etc.)

Description
This unit is not as disciplined or experienced as most other units, and therefore makes Morale
Checks at a +1 per die.
Restrictions
None.
Gain
5

Gremlins in the Transmission


(What is that on the wing?)

Description
This Machine or Capital Unit has attracted machine gremlins or has been poorly constructed.
Regardless of the specifics, the engineer must roll a 3+ on 1d6 each turn, or it does not move that
turn.
Restrictions
Machines or Capital Units only.
Gain
unit total

Hydrogen Gas Bags


(No smoking please)

Description
This aircraft uses a huge fabric envelope filled with Hydrogen to fly, and can be very combustible.
This unit can hover over the battlefield instead of having to continually move at least speed, but
if hit takes two Internal Hits instead of one.
Restrictions
Airships and Small Flying Units only.
Gain
unit total.

Inferior Melee Weapon

(Four of swords beats three of clubs every time!)

Description
This units melee weapons are outdated. Subtract -1 from each of their Melee dice. The unit still
re-rolls a natural 6 if they normally would be allowed to do so (i.e., when charging).
Restrictions
Ground Units only.
Gain
3
38
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Flaws
No Ranged Attacks

(We forgot to bring the guns)

Description
This unit is not capable of making ranged attacks.
Restrictions
None.
Gain
unit total.

Outdated LLAD

(Your unit is using an outdated or old LLAD)

Description
This Machine or Capital Unit may only move or shoot in a turn, not both.
Restrictions
Machines or Capital Units only.
Gain
unit total.

Poor Defensive Tactics

(Ok, you get behind that small tree and I will stand in the open and get their attention!)

Description
Unit is hit on a 2,3,4,5,6 instead of 3,4,5,6.
Restrictions
Ground Units only.
Gain
4

Substandard Ammo

(Muzzleloading Guns, Lagrange Shot, etc.)

Description
This unit does not count 6s as double when shooting.
Restrictions
None.
Gain
5

39
Joe Dobson (order #2850010)

When the Navy Walked

Flaws
Substandard Capital Unit Armor
Description
This Capital Unit can be hit on a 4, 5 or 6 instead of on a 5 or 6.
Restrictions
Capital Units only.
Gain
5

Substandard Machine Armor


Description
Machine can be hit on a 3, 4, 5 or 6 instead of only on a 4, 5 or 6.
Restrictions
Machines only.
Gain
4

Weak Hull

(The bullets come in and rattle around a bit)

Description
This Machine or Capital Unit rolls twice on the Internal Hits table each time it is hit.
Restrictions
Machines or Capital Units only.
Gain
unit total

40
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

British African Expeditionary Army


Unit Composition

Total Number of Units: 11

Leader Units: 2 (CinC and Sub


CinC)

Ground Units: 5 Infantry, 0


Cavalry

Machines & Creatures: 3

Capital Units: 0

Artillery Batteries: 1

Total Army Cost: 841

Section I

Lieutenant General Lord Chelmsford


Type of Unit:

Leader

Number of Stands

Total Cost

43

Unit Attributes (cost per stand)

Score
Point
Cost

Shoot
Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12

3d6

5d6

18

4d6

1st Battalion, British African Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)

Score
Point
Cost

Shoot
Range

Shoot
Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12

2d6

2d6

2d6

2nd Battalion, British African Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)

Score
Point
Cost

Shoot
Range

Shoot
Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12

2d6

2d6

2d6

Steam Lord-class Steambots, Mark I


Type of Unit:

Machines

Number of Stands

Total Cost

60

Unit Attributes (cost per stand)

Score
Point
Cost

Shoot
Range

Shoot
Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12

4d6

4d6

14

3d6

Special Type

Flaw:

Name

Point Cost

-1/4 unit total (May only Fire or Move in a


turn)

Outdated LLAD

Congreve Rocket Battery


Type of Unit:

Artillery

Number of Stands

Total Cost

78

Unit Attributes (cost per stand)

Score
Point
Cost
Special Type

Edge:

Shoot
Range

Shoot
Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

20

5d6

2d6

10

2d6

10

Name

Horse Artillery

Point Cost

41
Joe Dobson (order #2850010)

When the Navy Walked

British African Expeditionary Army


Section II
Colonel Anthony Durnford (Sub CinC)

Type of Unit:

Leader

Number of Stands

Total Cost

34

Unit Attributes (cost per stand)


Shoot
Range

Score
Point Cost

12
5

Shoot Damage Melee Damage

3d6
3

3d6
3

Leadership

Morale

Sabotage

Threshold

Movement

10
4

8
6

3d6
3

4
4

8
6

Natal Battalion, NNC Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

138

Unit Attributes (cost per stand)


Shoot
Range

Score
Point Cost

10
4

Shoot Damage Melee Damage

2d6
2

1d6
2

Command

Morale

Espionage

Threshold

Movement

6
3

6
4

2d6
2

2
2

6
4

24th Regiment of Foot, British Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot
Range

Score
Point Cost

12
5

Shoot Damage Melee Damage

2d6
2

2d6
2

Command

Morale

Espionage

Threshold

Movement

8
3

6
4

2d6
2

2
2

6
4

Steam Lord-class Steambots, Mark I


Type of Unit:

Machines

Number of Stands

Total Cost

57

Unit Attributes (cost per stand)


Shoot
Range

Score
Point Cost
Special Type

Flaw:

Shoot Damage Melee Damage

12
5

4d6
4

Name

Point Cost

4d6
4

Outdated LLAD

Command

Morale

Espionage

Threshold

Movement

14
6

7
5

3d6
3

5
5

8
6

-1/4 unit total (May only Fire or Move in a turn)

Native Seeker-class Mini Bots


Type of Unit:

Machines

Number of Stands

Total Cost

47

Unit Attributes (cost per stand)


Shoot
Range

Score
Point Cost

12
5

Special Type

Flaw:

Shoot Damage Melee Damage

4d6
4

4d6
4

Name

Command

Morale

Espionage

Threshold

Movement

8
3

7
5

3d6
3

5
5

8
6

Point Cost

Gremlins in the Transmission

-1/4 unit total

4th Regiment of Foot, British Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot
Range

Score
Point Cost

12
5

Shoot Damage Melee Damage

2d6
2

2d6
2

Command

Morale

Espionage

Threshold

Movement

8
3

6
4

2d6
2

2
2

6
4

42
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

British Northern Colonial Army


Unit Composition

Total Number of Units: 10

Leader Units: 2 (CinC and Sub


CinC)
Machines & Creatures: 2

Capital Units: 1

Ground Units: 4 Infantry, 0


Cavalry

Artillery Batteries: 1

Total Army Cost: 792

Section I

Major General Winston II (CinC)


Type of Unit:

Leader

Number of Stands

Total Cost

43

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost

12
5

Shoot Damage Melee Damage

3d6
3

5d6
5

Leadership

Morale

Sabotage

Threshold

Movement

18
8

9
7

4d6
4

5
5

8
6

Ganges Battalion, British Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost

12
5

Shoot Damage Melee Damage

2d6
2

2d6
2

Command

Morale

Espionage

Threshold

Movement

8
3

6
4

2d6
2

2
2

6
4

Highlander Division, Elite British Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

148

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost
Special Type

Edge:

Shoot Damage Melee Damage

Morale

Espionage

Threshold

Movement

10
4

7
5

3d6
3

2
2

6
4

3d6
3

Name

Point Cost

Special Type

Edge:

Elite Unit

2d6
2

Command

12
5

Name

Point Cost

Improved Defensive Tactics

Field Howitzer, 24lb Battery


Type of Unit:

Artillery

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost

20
10

Shoot Damage Melee Damage

5d6
5

2d6
2

Command

Morale

Espionage

Threshold

Movement

10
4

6
4

2d6
2

3
3

6
4

Littleton-class Landship Cruiser, Mark II


Type of Unit:

Capital Unit

Number of Stands

Total Cost

55

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

12/12
5/*

5d6/5d6
5/*

5d6
5

12
5

7
5

4d6
4

6
6

4
2

Special Type

Name

Point Cost

Special Type

Name

Point Cost

Edge:

Edge:

Superior Capital Unit Armor

Additional Ranged Attack

12

43
Joe Dobson (order #2850010)

When the Navy Walked

British Northern Colonial Army


Section II
General James Linford (Sub CinC)

Type of Unit:

Leader

Number of Stands

Total Cost

34

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

3d6
3

3d6
3

10
4

8
6

3d6
3

4
4

8
6

Cowford Battalion, British Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
2

6
4

York Battalion, British Rifles


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
2

6
4

Royce Armored Destroyers


Type of Unit:

Machines

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

14/12
6/*

4d6/3d6
4/*

4d6
4

10
4

6
4

3d6
3

5
5

6
4

Point Cost

Special Type

Name

Point Cost

Name

Superior Machine Armor

Edge:

Additional Ranged Attack

10

General Woley-class Gizmos


Type of Unit:

Machines

Number of Stands

Total Cost

60

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Flaw:

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

4d6
4

4d6
4

14
6

7
5

3d6
3

5
5

8
6

Name

Gremlins in the Transmission

Point Cost

-1/4 unit total

44
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Chinese Golden Tsu


Unit Composition

Leader Units: 2

Total Number of Units: 11

Machines & Creatures: 3

Capital Units: 1

Artillery Batteries: 2

Ground Units: 4
Total Army Cost: 884

Section I

Type of Unit:

jiangjunJung Su (C-in-C)
Number of Stands 1

Leader

Total Cost

38

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost

Shoot Damage Melee Damage

12
5

3d6
3

Leadership

Morale

Sabotage

Threshold

Movement

18
8

8
6

3d6
3

5
5

6
4

4d6
4

Mau Sing I
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost

12
5

Shoot Damage Melee Damage

2d6
2

Command

Morale

Espionage

Threshold

Movement

8
3

7
5

2d6
2

2
2

6
4

2d6
2

Mau Sing II
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost

12
5

Shoot Damage Melee Damage

2d6
2

Command

Morale

Espionage

Threshold

Movement

8
3

7
5

2d6
2

2
2

6
4

2d6
2

Pinying Steam Monkeys


Type of Unit:

Machines

Number of Stands

Total Cost

94

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost

12/12
5/*

Special Type

Edge:

Shoot Damage Melee Damage

4d6/4d6
4/*

Name

Command

Morale

Espionage

Threshold

Movement

4d6/4d6
4/*

10
4

6
4

3d6
3

5
5

6
4

Point Cost

Special Type

+11

Edge:

Add. Range Attack

Name

Point Cost

Additional Melee Attack

+6

Lu Sing Rockets
Type of Unit:

Artillery

Number of Stands

Total Cost

72

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

20
10

5d6
5

4d6
4

8
3

7
5

2d6
2

3
3

6
4

Special Type

Name

Point Cost

Special Type

Edge:

Name

Point Cost

Edge:

45
Joe Dobson (order #2850010)

When the Navy Walked

Section II

Type of Unit:

tongjunShing Tao (sub c-in-c)


Number of Stands
1

Leader

Total Cost

35

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

4d6
4

3d6
3

14
6

8
6

3d6
3

4
4

6
4

Score
Point Cost

Mau Sing III


Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

Mau Sing Lein


Type of Unit:

Infantry

Number of Stands

Total Cost

162

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

14
6

3d6
3

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Special Type

Name

Point Cost

Special Type

Edge:

Guerilla Tactics

+1/2

Name

Point Cost

Flaw:

Chen Lein Machine


Type of Unit:

Machine

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6
4

10
4

6
4

3d6
3

5
5

6
4

Score
Point Cost

Lu Sing Rockets
Type of Unit:

Artillery

Number of Stands

Total Cost

72

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

20
10

5d6
5

4d6
4

8
3

7
5

2d6
2

3
3

6
4

Score
Point Cost

Armored Rocket Siege Tower


Type of Unit:

Capital Unit

Number of Stands

Total Cost

43

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

12/12
5/*

5d6/5d6
5/*

4d6/4d6
4/*

19
9

7
5

4d6
4

6
6

5
3

Special Type

Name

Point Cost

Special Type

Edge:
Edge:

Additional Ranged
+12
Attack
Additional Melee Attack +6

Flaw:

Name

Outdated LLAD

Point Cost

-1/4

46
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Confederate States of America Army of Virginia


Unit Composition

Leader Units: 2

Total Number of Units: 11

Machines & Creatures: 3

Capital Units: 1

Artillery Batteries: 2

Ground Units: 4
Total Army Cost: 869

Section I

Type of Unit:

Major General Andrew Jackson III (C-in-C)


Number of Stands 1

Leader

Total Cost

38

Unit Attributes (cost per stand)


Shoot Range Shoot Damage Melee Damage

Score
Point Cost

12
5

3d6
3

Leadership

Morale

Sabotage

Threshold

Movement

18
8

8
6

3d6
3

5
5

6
4

4d6
4

12th Georgia
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

34th Mississippi
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

Bonnie Cyclones
Type of Unit:

Machines

Number of Stands

Total Cost

72

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

12
5

4d6
4

4d6/4d6
4/*

10
4

6
4

3d6
3

5
5

6
4

Special Type

Name

Point Cost

Special Type

Edge:

Edge:

Name

Point Cost

Additional Melee Attack

+6

56th Arkansas Parrot Guns


Type of Unit:

Artillery

Number of Stands

Total Cost

72

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

20
10

5d6
5

4d6
4

8
3

7
5

2d6
2

3
3

6
4

Special Type

Name

Point Cost

Special Type

Edge:

Name

Point Cost

Edge:

47
Joe Dobson (order #2850010)

When the Navy Walked

Confederate States Army of Virginia


Section II
Type of Unit:

General Bowie (sub c-in-c)


Number of Stands
1

Leader

Total Cost

35

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

4d6
4

3d6
3

14
6

8
6

3d6
3

4
4

6
4

Score
Point Cost

7th Tennessee
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

Dixons Sharpshooters
Type of Unit:

Infantry

Number of Stands

Total Cost

162

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

3d6
3

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Point Cost

Special Type

Score
Point Cost
Special Type

Edge:

Name

Guerilla Tactics

+1/2

Name

Point Cost

Flaw:

Ironsides Mk II (Steambots)
Type of Unit:

Machine

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6
4

10
4

6
4

3d6
3

5
5

6
4

Score
Point Cost

4th

Type of Unit:

Artillery

Texas Howitzer II Guns

Number of Stands

Total Cost

82

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

20
10

5d6
5

4d6
4

8
3

7
5

2d6
2

3
3

6
4

Point Cost

Special Type

Score
Point Cost
Special Type

Edge:

Name

Canister Shot

Name

Point Cost

+5

CSA Georgia Armored Wheeler


Type of Unit:

Capital Unit

Number of Stands

Total Cost

40

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12/12
5/*

5d6/5d6
5/*

4d6
4

19
9

7
5

4d6
4

6
6

5
3

Point Cost

Special Type

Name

Additional Ranged
Attack

+12

Flaw:

Name

Outdated LLAD

Point Cost

-1/4

48
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

French Home Guard


Unit Composition

Leader Units: 2

Total Number of Units: 10

Machines & Creatures: 2

Capital Units: 1

Artillery Batteries: 2

Ground Units: 4
Total Army Cost: 884

Section I

Type of Unit:

Franois Achille Bazaine (C-in-C)


Number of Stands 1

Leader

Total Cost

38

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

3d6
3

4d6
4

18
8

8
6

3d6
3

5
5

6
4

Score
Point Cost

Division d Intervention
Type of Unit:

Infantry

Number of Stands 4

Total Cost

110

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost
Special Type

Edge:

Name

Point Cost

Elite Unit

Special Type

Name

Point Cost

Edge:

Division de Dbarquement Un
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

12# Napoleon Battery


Type of Unit:

Artillery

Number of Stands

Total Cost

87

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

20
10

5d6
5

4d6
4

8
3

7
5

2d6
2

3
3

6
4

Belda Croiseur
Type of Unit:

Machine

Number of Stands

Total Cost

94

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

14/14
6/*

3d6/3d6
4/*

3d6
3

10
4

6
4

3d6
3

3
3

10
8

Point Cost

Special Type

+12

Edge:

Name

Add. Ranged Attack

Name

Point Cost

49
Joe Dobson (order #2850010)

When the Navy Walked

French Home Guard


Section II

Type of Unit:

Caron de Epouvantable (sub c-in-c)


Number of Stands
1

Leader

Total Cost

35

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

4d6
4

3d6
3

14
6

8
6

3d6
3

4
4

6
4

Score
Point Cost

Division de Dbarquement Deux


Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

Division de Dbarquement Trios


Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

Chasseur Pied Blinde (Steambots)


Type of Unit:

Machine

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6
4

10
4

6
4

3d6
3

5
5

6
4

Score
Point Cost

12# Napoleon Battery


Type of Unit:

Artillery

Number of Stands

Total Cost

87

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

20
10

5d6
5

4d6
4

8
3

7
5

2d6
2

3
3

6
4

Colette Dreadnaught
Type of Unit:

Capital Unit

Number of Stands

Total Cost

65

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12/12
5/*

5d6/5d6
5/*

4d6/4d6
4

19
9

7
5

4d6
4

6
6

5
3

Point Cost

Special Type

Name

Additional Ranged
Attack

+12

Edge:

Name

Additional Melee Attack

Point Cost

+6

50
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

German Kleindeutschland Korps


Unit Composition

Leader Units: 2 (CinC and Sub CinC)

Total Number of Units: 11

Machines & Creatures: 2

Capital Units: 1

Ground Units: 4 Infantry, 0 Cavalry


Plane Squadron: 1

Artillery Batteries: 1
Total Army Cost: 906

Section I

Chancellor Hohenlohe-Schillingsfurst
Type of Unit:

Leader

Number of Stands

Total Cost

44

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

4d6
4

5d6
5

18
8

9
7

4d6
4

5
5

8
6

Eins Schutztruppe
Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
5

6
2

Zwei Schutztruppe
Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
5

6
2

Jager Kompany, Elite Schutztruppe


Type of Unit:

Infantry

Number of Stands

Total Cost

148

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

3d6
3

2d6
2

10
4

7
5

3d6
3

2
2

6
4

Name

Point Cost

Special Type

Elite Unit 5

Edge:

Name

Point Cost

Guerilla Tactics

unit

Guffilemark-class Landship, Dreadnaught


Type of Unit:

Capital Unit

Number of Stands

Total Cost

82

Unit Attributes (cost per stand)


Shoot Range

Score
Point Cost
Special Type

Edge:
Edge:

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

5d6
5

12
5

7
5

4d6
4

6
6

4
2

Point Cost

Special Type

12/12/12 5d6/5d6/5d6
5/*/*
5/*/*
Name

Superior Capital Unit Armor


Superior Ammo (x3)

6
15

Edge:

Name

Additional Ranged Attack (x2)

Point Cost

24

51
Joe Dobson (order #2850010)

When the Navy Walked

German Kleindeutschland Corps


Section II
Generalleutant Herman Luft (Sub CinC)
Type of Unit:

Leader

Number of Stands

Total Cost

34

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

3d6
3

3d6
3

10
4

8
6

3d6
3

4
4

8
6

Drei Schutztruppe
Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
5

6
2

German Field Battery, 9 Rifled Guns


Type of Unit:

Artillery

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

20
10

5d6
5

2d6
2

10
4

6
4

2d6
2

3
3

4
4

Luftbombers, Airplane Squadron


Type of Unit:

Planes

Number of Stands

Total Cost

128

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

3d6
4

*
*

10
4

6
4

3d6
3

3
3

10
8

Klingston Kraft, Scout Destroyers


Type of Unit:

Machines

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6
4

10
4

6
4

3d6
3

5
5

6
4

Herr Untermarden Gizmos


Type of Unit:

Machines

Number of Stands

Total Cost

46

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6/3d6
4/*

14
6

7
5

3d6
3

5
5

8
6

Point Cost

Special Type

Name

Additional Melee Attack

Flaw:

Name

Weak Hull

Point Cost

-1/2

52
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Italian Republic Army


Unit Composition

Leader Units: 2

Total Number of Units: 11

Machines & Creatures: 2

Capital Units: 1

Artillery Batteries: 1

Ground Units: 5
Total Army Cost: 933

Section I

Generale Capo de Capo Enrico Cialdini (C-in-C)


Leader
Number of Stands 1

Type of Unit:

Total Cost

38

Unit Attributes (cost per stand)


Shoot Range Shoot Damage

Score
Point Cost

12
5

3d6
3

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

4d6
4

18
8

8
6

3d6
3

5
5

6
4

prima societa
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

seconda societa
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

speciale calvario
Type of Unit:

Cavalry

Number of Stands

Total Cost

190

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

12
5

2d6
2

3d6
3

10
4

9
7

2d6
2

3
3

8
6

Special Type

Name

Point Cost

Edge:

Special Type

Elite Unit 5

Name

Point Cost

Edge:

ill vapore artiglieria


Type of Unit:

Artillery

Number of Stands

Total Cost

85

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

20
10

4d6
4

4d6
4

8
3

7
5

2d6
2

3
3

6
4

Point Cost

Special Type

Name

Canister Shot

Name

Point Cost

Edge:

53
Joe Dobson (order #2850010)

When the Navy Walked

Italian Republic Army


Section II

Type of Unit:

Generale Fausto Cuztora (sub c-in-c)


Number of Stands
1

Leader

Total Cost

35

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

4d6
4

3d6
3

14
6

8
6

3d6
3

4
4

6
4

Score
Point Cost

terza societa
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

quarta societa
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

A piedi razzi (Steambots)


Type of Unit:

Machine

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6
4

10
4

6
4

3d6
3

5
5

6
4

Score
Point Cost

Aaria Trattor (Airship Unit)


Type of Unit:

Machine

Number of Stands

Total Cost

64

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

3d6
4

*
*

10
4

6
4

3d6
3

3
3

10
8

Point Cost

Special Type

Score
Point Cost
Special Type

Flaw:

Name

Hydrogen Gas Bags

Name

Point Cost

+1/2 Total

Il Magnifico Tartaruga Armored Cruiser


Type of Unit:

Capital Unit

Number of Stands

Total Cost

53

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12/12
5/*

5d6/5d6
5/*

4d6
4

19
9

7
5

4d6
4

6
6

5
3

Point Cost

Special Type

Name

Additional Ranged
Attack

+12

Name

Point Cost

Flaw:

54
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

North American Army of the Potomac


Unit Composition

Leader Units: 2

Total Number of Units: 11

Machines & Creatures: 2

Capital Units: 1

Artillery Batteries: 1

Ground Units: 5
Total Army Cost: 866

Section I

Type of Unit:

Brig General Irwin Crocket (C-in-C)


Number of Stands 1

Leader

Total Cost

38

Unit Attributes (cost per stand)


Shoot Range Shoot Damage Melee Damage

Score
Point Cost

12
5

3d6
3

Leadership

Morale

Sabotage

Threshold

Movement

18
8

8
6

3d6
3

5
5

6
4

4d6
4

9th Maine
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

42nd New York


Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

Land Monitors
Type of Unit:

Machines

Number of Stands

Total Cost

80

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

4d6
4

4d6/4d6
4/*

10
4

6
4

3d6
3

5
5

6
4

Point Cost

Special Type

Edge:

Score
Point Cost
Special Type

Edge:

Name

Improved LLAD

Name

Point Cost

Additional Melee Attack

+6

1st Maryland Dictator Mortars


Type of Unit:

Artillery

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

20
10

5d6
5

4d6
4

8
3

7
5

2d6
2

3
3

4
2

Special Type

Name

Point Cost

Special Type

Edge:

Name

Point Cost

Edge:

55
Joe Dobson (order #2850010)

When the Navy Walked

North American Army of the Potomac


Section II
Type of Unit:

General Nathan Banks III (sub c-in-c)


Number of Stands
1

Leader

Total Cost

35

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

4d6
4

3d6
3

14
6

8
6

3d6
3

4
4

6
4

Score
Point Cost

18th New Hampshire


Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

6th Maryland
Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

10th New Jersey


Type of Unit:

Infantry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

7
5

2d6
2

2
2

6
4

Score
Point Cost

Lincoln Steam Walkers


Type of Unit:

Machine

Number of Stands

Total Cost

92

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14/14
6/*

4d6/4d6
4/*

4d6
4

10
4

6
4

3d6
3

5
5

6
4

Point Cost

Special Type

Score
Point Cost
Special Type

Edge:

Name

Additional Ranged
Attack

Name

Point Cost

+12

Land Monitor Boston Class


Type of Unit:

Capital Unit

Number of Stands

Total Cost

53

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12/12
5/*

5d6/5d6
5/*

4d6
4

19
9

7
5

4d6
4

6
6

5
3

Point Cost

Special Type

Name

Additional Ranged
Attack

Name

Point Cost

+12

56
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Spanish Conquest Army


Unit Composition

Leader Units: 2 (CinC and Sub


CinC)

Total Number of Units: 11

Machines & Creatures: 2

Capital Units: 1

Ground Units: 4 Infantry, 0


Cavalry

Artillery Batteries: 2

Total Army Cost: 839

Section I

Don Andres Montenegro (CinC)


Type of Unit:

Leader

Number of Stands

Total Cost

45

Unit Attributes (cost per stand)


Shoot Range Shoot Damage Melee Damage

Score
Point Cost

10
4

4d6
4

Leadership

Morale

Sabotage

Threshold

Movement

19
9

10
8

5d6
5

5
5

8
6

4d6
4

Spanish Rifles, Morocco Battalion


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
5

6
2

Score
Point Cost

Spanish Rifles, Valencia Battalion


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
5

6
2

Score
Point Cost

Spanish Rifles, Tarus Battalion


Type of Unit:

Infantry

Number of Stands

Total Cost

188

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

3d6
3

2d6
2

10
4

7
5

3d6
3

2
2

6
4

Name

Point Cost

Score
Point Cost
Special Type

Edge:

Special Type

Elite Unit 5

Edge:

Name

Point Cost

Guerilla Tactics

unit

El Caballo-class Landship Cruiser


Type of Unit:

Capital Unit

Number of Stands

Total Cost

65

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:
Edge:

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12/12
5/*

5d6/5d6
5/*

5d6
5

12
5

7
5

4d6
4

6
6

4
2

Point Cost

Special Type

Name

Superior Capital Unit


Armor
Superior Ammo (x2)

Edge:

Name

Additional Ranged Attack

Point Cost

12

10

57
Joe Dobson (order #2850010)

When the Navy Walked

Spanish Conquest Army


Section II
Don Guillermo (Sub CinC)

Type of Unit:

Leader

Number of Stands

Total Cost

34

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

3d6
3

3d6
3

10
4

8
6

3d6
3

4
4

8
6

Score
Point Cost

Spanish Rifles, El Fuego


Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
5

6
2

Score
Point Cost

Spanish Field Battery, 12# Napoleons


Type of Unit:

Artillery

Number of Stands

Total Cost

70

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

20
10

6d6
6

2d6
2

10
4

6
4

2d6
2

3
3

4
4

Score
Point Cost

Spanish Field Battery, 12# Napoleons


Type of Unit:

Artillery

Number of Stands

Total Cost

70

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

20
10

6d6
6

2d6
2

10
4

6
4

2d6
2

3
3

4
4

Score
Point Cost

Los Caminates, Scout Destroyers


Type of Unit:

Machines (Bots)

Number of Stands

Total Cost

68

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6
4

10
4

6
4

3d6
3

5
5

6
4

Score
Point Cost

La Lanza de Fuego Gizmos


Type of Unit:

Machines

Number of Stands

Total Cost

46

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6/3d6
4/*

14
6

7
5

3d6
3

5
5

8
6

Point Cost

Special Type

Name

Additional Melee
Attack

Flaw:

Name

Weak Hull

Point Cost

-1/2

58
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Turkish 1st Guards Corps Constantinople


Unit Composition

Leader Units: 2

Total Number of Units: 11

Ground Units: 6

Machines & Creatures: 1

Capital Units: 1

Artillery Batteries: 1

Total Army Cost: 833

Section I

Type of Unit:

Suleiman Pasha
Number of Stands 1

Leader

Total Cost

41

Unit Attributes (cost per stand)


Shoot Range Shoot Damage

Score
Point Cost

12
5

4d6
4

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

5d6
5

18
8

8
6

4d6
4

5
5

6
4

Nizam Tallia
Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
2

6
4

Score
Point Cost

Ihtiat Tallia
Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
2

6
4

Score
Point Cost

Guard Tallia
Type of Unit:

Machines

Number of Stands

Total Cost

132

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost

12
5

3d6
3

2d6
2

10
4

7
5

3d6
3

2
2

6
4

Special Type

Name

Point Cost

Special Type

Edge:

Edge:

Name

Point Cost

Elite Unit

Turkish Field Battery, 7 Rifled Guns (German Advisors)


Type of Unit:

Artillery

Number of Stands

Total Cost

60

Unit Attributes (cost per stand)

Score
Point Cost

Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

20
10

5d6
5

2d6
2

10
4

6
2

2d6
2

3
3

4
2

59
Joe Dobson (order #2850010)

When the Navy Walked

Turkish 1st Guard Corps Constantinople


Section II
Mehemet Ali Pasha (sub c-in-c)

Type of Unit:

Leader

Number of Stands

Total Cost

35

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

12
5

3d6
3

3d6
3

10
4

8
6

3d6
3

4
4

6
4

Score
Point Cost

Nizam Tallia
Type of Unit:

Infantry

Number of Stands 4

Total Cost

96

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
2

6
4

Score
Point Cost

Ihtiat Tallia
Type of Unit:

Infantry

Number of Stands

Total Cost

96

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

12
5

2d6
2

2d6
2

8
3

6
4

2d6
2

2
2

6
4

Score
Point Cost

Sipahi Line Cavalry


Type of Unit:

Cavalry

Number of Stands

Total Cost

100

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Command

Morale

Sabotage

Threshold

Movement

12
5

2d6
2

2d6
2

8
4

6
4

2d6
2

2
2

6
4

Score
Point Cost

Scarab Class Destroyers


Type of Unit:

Machines

Number of Stands

Total Cost

52

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14
6

4d6
4

4d6
4

10
4

6
4

2d6
2

4
4

5
3

Score
Point Cost
Special Type

Flaw:

Name

Gremlins in the Transmission

Point Cost

Special Type

-1/4

Edge:

Name

Point Cost

Superior Machine Armor

Yassim War Baloon


Type of Unit:

Capital Unit

Number of Stands

Total Cost

29

Unit Attributes (cost per stand)

Score
Point Cost
Special Type

Edge:
Edge:

Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

14/14
6/*

4d6/4d6
4/*

3d6
3

14
6

8
6

3d6
3

5
5

8
6

Name

Add Ranged Attack (Rockets)


Add. Ranged Attack (Bombs)

Point Cost

Special Type

+12
+7

Flaw:

Name

Hydrogen Gas Bags

Point Cost

-1/2

(Bombs applies to single target within 2 of Unit only 6d6)

60
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Unit Composition

Total Number of Units:

Leader Units:
Machines & Creatures:

Capital Units:

Artillery Batteries:

Ground Units:
Total Army Cost:

Section I
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range Shoot Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

Score
Point Cost
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Name

Point Cost

Melee
Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost
Special Type

Special Type

Edge:

Name

Point Cost

Edge:

Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee
Damage

Command

Point Cost

Special Type

Morale

Espionage

Threshold

Movement

Score
Point Cost
Special Type

Edge:

Name

Name

Point Cost

Edge:

61
Joe Dobson (order #2850010)

When the Navy Walked

Section II
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot
Damage

Melee
Damage

Leadership

Morale

Sabotage

Threshold

Movement

Score
Point Cost
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Morale

Espionage

Threshold

Movement

Score
Point Cost
Type of Unit:

Number of Stands

Total Cost

Unit Attributes (cost per stand)


Shoot Range

Shoot Damage

Melee Damage

Command

Point Cost

Special Type

Morale

Espionage

Threshold

Movement

Score
Point Cost
Special Type

Edge:

Name

Name

Point Cost

Flaw:

62
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!
Quick Reference Sheet
Turn Sequence
1.
2.

3.

4.

5.
6.
7.

Generate Command Points


a. (Add the Leadership value of all leaders and add 1d6 for every two non-leader units rounded
down)
Movement Phase
a. No command points expenditure necessary for up to 45-degree turns.
b. Issuing a formation change costs the total amount of the units Command value.
c. Units may only make one formation change per turn.
Shooting Phase
a. Issuing an order to shoot costs the total amount of the units Command value.
b. Ground units have a 45-degree arc of fire all other units have a 360 degree arc of fire.
i. Units that have been fired upon but not given orders to shoot may return fire at the unit
that attacked them at a cost of their total Command Value.
c. Mark casualties from left to right with three casualties resulting in a stand loss regardless of the
number of figures on a stand.
d. Machines and Capital Units take damage to their Hull which is decreased by one for each unit that
successfully reduces the Machine or Capital Units threshold. Roll on the Internal Hits table each
time the threshold score is met by a unit.
Charge Phase
a. Issuing an order to charge costs the units total Command Value.
i. A charging unit that successfully completes a charge gets a free melee attack before the
Melee Phase.
Melee Phase
a. All units in base-to-base contact roll melee.
Sabotage/Espionage Phase
a. Sabotage orders cost one Command Point to issue.
b. Espionage orders cost two Command Points to issue.
Rally/Repair Phase
a. To pass a simple morale check roll 2d6 and equal to or lower than the units Morale rating.
b. To pass a difficult morale check roll 3d6 and equal to or lower than the units Morale rating.

63
Joe Dobson (order #2850010)

When the Navy Walked

Unit To-Hit Chart







Leaders hit on a 5 or 6
Ground Units (Infantry, Cavalry) hit on a 3, 4, 5, or 6
Artillery Batteries hit on a 5 or 6
Machines (Steambots, Gizmos) hit on a 4, 5, or 6
Capital Units (Landships, Airships) hit on a 5 or 6 by Ground Units and a 4, 5, or 6 by other units.
Small Flying Units (Airplanes) hit on 4, 5, or 6 by Ground Units and Artillery Batteries and on 5 or 6 by
Machines or Capital Units.

Army Name:
Command Points Spent
Turn

Unit Name

Total
Command
Points (Turn)

Formation
Change

Shooting
Order

Return
Fire
Order

Charge
Order

Sabotage /
Espionage

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

64
Joe Dobson (order #2850010)

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Internal Hits and Sabotage Tables

Internal Hits Table

Roll 1d12
(Two Hits in Same Location Disables that System)

2
3
4

5
6
7
8
9
10
11

12

Joe Dobson (order #2850010)

CITE BURNER: The landship cannot move until the burner is repaired on a roll of 1-3 on d6.
Additionally, a fire breaks out, which must be put out before any repairs are made, and does one
Threshold hit each turn. A repair team may put the fire out on a roll of 1-3 on d6, but cannot
make other repairs this turn.
PILOTHOUSE: Officers in the pilot house are attacked as shrapnel bounces around the
pilothouse. The captain is killed on a roll of a 6 on a d6. The landship moves in a random
direction this turn only as the pilot loses control to duck away from the shrapnel. If the Captain
is killed, the First Officer takes over. If the First Officer is later killed in the Captains place, the
landship is unable to move for the remainder of the game.
OPTICS: The landship must henceforth roll 6s for all firing at other Machines and Capital Units.
Shots at other unit types are unaffected. Optics can be repaired on a roll of 1-2 on a d6.
STEERING: Any movement must be straight ahead until repaired on roll of a 1-3 on d6. The
landship does not have to move (except for airships, which continue at previous speed). If this
takes the ship off board, roll 1d6 to determine how many turns it takes to repair and for the
airship to return. In addition, roll 1d6, a result of 6 means the Master Engineer has been killed
and all further repairs are made only on a d6 roll of 1.

SUPERSTRUCTURE: One surface-mounted device (spar or steam torpedo, boarding ladder,


ram, plow, boarding piece, etc.) is destroyed. Lose one increment of range until repaired on 1-3
on d6.
SEVERE HULL DAMAGE: The landship takes an additional Hull hit which reduces its Threshold
by an additional one point. After all Threshold is gone, the landship is destroyed. Hull hits
cannot be repaired.
TRANSMISSION: Landship cannot move until repaired on 1-3.

COAL BUNKERS: Fire! Until the fire is put out on a d6 roll of 1-3, the landship takes 1 additional
Internal Hit per turn. Two hits on the Coal Bunkers will destroy the landship.

SECONDARY GUN: The landships next largest weapon is knocked out. If there is only one kind
of weapon, one of them is knocked out. Lose one shooting dice until repaired on a roll of 1-3
on a d6.
MAIN GUN: The landships largest weapon is knocked out! Lose two shooting dice until the gun
is repaired on a roll of 1-3 on a d6.

SHELL LOCKER: Explosion! Roll 2 more Internal Hits, ignoring additional rolls of 11. All
cannon, naval guns, siege guns, bombs, and catapults are considered damaged until repaired.
The landship may not fire until repaired on a d6 roll of 1-4.
LLAD / Perpetual Motion Machine: A massive explosion destroys the Machine as the LLAD
and Perpetual Motion Machine is hit, causing a chain-reaction explosion. If this was a Capital
Unit that was hit, the hit causes one additional Hull hit. Roll again on the Internal Hits Table,
ignoring further results of 12. Capital Units have multiple LLADs and Perpetual Motion Machines
powering their massive bulk.

65

When the Navy Walked

Sabotage Table (For Landships and Machines)


(Roll d6)

Bomb: A saboteur has planted a bomb in the landship! Roll 1d6. On a roll of 4+
the bomb detonates, causing one Internal Hit (roll on the Internal Hit table) and 2
Hull Damage (reducing the Threshold by two). On a roll of a 1-3, the saboteur has
succeeded in blowing himself up, but little else.
Assassin: An assassin attempts to kill the Captain! The assassin rolls the
Espionage of the closest friendly unit and this unit rolls its Espionage. Whoever
has the higher roll wins. If the assassin wins, the First Officer takes the Captains
place. If the Captain wins the roll, the Captain and his loyal crew kill the assassin.

Gremlin: A gremlin clockwork device has been placed within the inner workings
of the systems of the landship. Roll 1d6 to determine location. (The location
sabotaged counts as a first hit for purposes of disabling the system permanently).

1
2
3
4
5
6

6
66
Joe Dobson (order #2850010)

Steering The Landship may not turn until repaired on a 1-3 on a d6.

Pilothouse The Landships internal controls are frozen and it moves


in a random direction until repaired on a 1-3 on a d6.

Transmission The Landship may not move until repaired on a 1-3


on a d6.
Superstructure A surface mounted device is destroyed (see Internal
Damage table).
Coal Bunkers A fire erupts in the coal bunkers (see Internal Damage
table).

Dud The clockwork device fails and is lost within the workings
of the Landship.

Blueprints: A spy has successfully gathered the blueprints for the sabotaged unit.
All of your Ground Units that attack this model of Landship or Machine add one to
all dice for the purposes of determining Hits on them. The second time this result
is scored on this model of Landship or Machine, all Hits of 6s against this model by
Ground Units are re-rolled, just as if it were a charge.
Traitor: A traitor attempts to convince the crew to rebel against the officers.
The traitor rolls the Espionage of the closest friendly unit and this unit rolls its
Espionage. Whoever has the higher roll wins. If the traitor wins, the landship
takes an Internal Hit from the crew as they damage the innards of the vehicle. If
the crew wins, they overpower and capture the traitor.
Captured: The saboteur has been captured by the crew of the landship, and reveals
information about your forces battle plan. For the remainder of the game, this
landship or Machine adds +1 to all dice for purposes of determining Hits against
your units.

When the Navy Walked


A Game Set in the Victorian Age of Conquest and Innovation!

Sabotage Table (For Ground Units)


(Roll d6)

Grenade: A saboteur has planted a grenade in the unit. Roll a die. On a roll of 4+
the grenade detonates, causing one stand loss. On a roll of a 1-3 the saboteur has
succeeded in blowing himself up, but little else.

Assassin: An assassin attempts to kill the members of the unit. The assassin rolls
the Espionage of the closest friendly unit and this unit rolls its Espionage; the higher
roll wins. If the assassin wins, the defending unit loses one stand. If the unit wins the
roll, they kill the assassin.
Bad Orders: Your saboteur has attempted to give this unit bad orders. The saboteur
rolls the Espionage of the closest friendly unit and this unit rolls its Espionage. If
the saboteur wins, the sabotaged unit may not be issued Move, Shooting, or Charge
orders, or otherwise make actions until they pass a Morale Check at the end of the
NEXT turn. All spent Command Points are still spent.

Tactics: A spy has successfully learned the tactics used by this unit. All of your Ground
Units that attack this unit do so at a +1 to their die rolls to Hit. The second time this
result is scored, all hits of 6s by Ground Units are re-rolled as if it were a charge.
Deserters: This traitor attempts to convince the unit to rebel against their officers.
The traitor rolls the Espionage of the closest friendly unit and this unit rolls its
Espionage. Whoever has the higher roll wins. If the traitor wins, the unit loses a
stand. If the unit wins, the traitor is killed.

Captured: The saboteur has been captured by the unit, is tortured and reveals
information about your forces tactics. For the remainder of the game, this unit adds
+1 to all dice for purposes of determining Hits against your units.

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Joe Dobson (order #2850010)

Joe Dobson (order #2850010)

Joe Dobson (order #2850010)