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Tables and Charts

The Turn Movement Attack Attack Mod

Initiative Phase Ships Target Extreme +30” -2


(Kriegsmarine) (-1)
Movement Phase Aircraft Firing Long +20” -1
(Kriegsmarine) (0)
Attack Phase Fast Moving > 7” -1
Except Secondary Armament

End Phase Large Silhouette +1


Point Blank <10” +1
Torpedo on Beam +1

Damage Mod Special Traits

Long/Extreme Range +1 Slow loading 1/2turns


AP +1 Submarines 2 Reloads
Super AP +2 Ships 1 or 2 Reloads
Weak (Critical on Armour 3-) -1 Torpedo Belt When Hit, on 4+ Re roll

Torpedo vs Civilian Dam x 2 Twin Linked Re roll missed


When Critical re roll one Cancel Long Range Damage
Torpedo Armoured Deck
of the 2d6 Mod

Actions Score

All Hands on Deck 8 Dam Control +1 + any critical


Come About 9 Turning +1
Create Smoke A No hit through smoke
Evasive 8 Re roll Hits Attack/Defense
Flank Speed A Speed +1” No modification on AD
Silent 9 Detected on 5+

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