Horrors of the Deep.doc

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    (catter dice

    The /arhammer 012 $last templates

    #iniatures

    Gaming ta$le

    +lue ta$le cloth

    Terrain

    Rule of 1 and 6Any dice roll that scores a natural 89: always fails regardless of modifiers.

    Any dice that scores a natural 86: always succeeds regardless of modifiers.

    MidpointAll measurements are made from the mid point of the ship model. This would $e the center of the

    model's main mass. %iscuss the location of the center point with your opponent $efore play $egins.

    Ship haracteristics(hip is a generic term used to descri$e the !arious ships, $oats, $io-constructs, etc that will $e presentin this game. This characteristics gi!e you a $asic feel for how this models will act in the game. Thesecharacteristics are called a profile. The ship characteristics are3

    (peed3 This is how fast the ship can mo!e across the surface of the ocean. (ome things, such as wake,or land will effect this speed. In addition, if a ship does not mo!e, it is considered to $e su$;ect to drift.

    (peed is measured in inches.

    #anue!er3This characteristics indicates how often, and how easily a ship can change direction.

    Typically, this indicates the num$er of 0< degree turns the ship can make in a single turn action.

    Armor3 this indicates how resistant a ship's hull is to damage. Armor is used to resist the attacks ofenemy !essels. &n Imperial ships it takes the form of thick plates of admantium, while on Tyranids it

    is there otherworldly chitin carapace.

    %amage Ta$le3 =arious ships will ha!e different %amage ta$les. The damage ta$le indicates what

    damage actually occurred to the ship from a successful enemy attack. A ship can only take so much

    damage $efore it is considered a hulk or sunk.

    /eapons3 This let's you know what kind of weapons the ship is armed with. These can range from the

    powerful $attle cannon on Imperial ships, to !icious +io-plasma attacks of the Tyranids.

    Gunnery3 This represents how effecti!e the crew is at firing their guns at the enemy. Typically, this is a

    num$er $etween 9 and 6. In order to hit, the dice must $e the gunnery skill or $etter on a d6. The

    results of this roll can $e modified $ased on the situation.

    oint +lank3 oint $lank occurs when ships are so close together, that it is !irtually impossi$le to miss.

    Howe!er, oint +lank also takes the form of Tyranid creatures actually grappling with an Imperial ship,$oarders swinging across, or point defense weapons $lasting the target at close range.

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    >eadership3 >eadership is the num$er of dice rolled in order to command the crew or systems of the

    ship to follow &rders. Each !essel will may ha!e multiple &rders that will $e detailed later in these

    rules. To determine &rders, you roll a d6 for each point of >eadership. &n a roll of 0? the ship can

    make one &rder.

    Augur3 This characteristic is the a$ility of !essels to detect su$merged craft and other targets that

    may$e o$scured. For an Augur test, you roll a d6 and attempt to gain $etter than the rating.

    (pecial 4ules3 This section will list out any special rules for the craft, such as $eing a$le to su$merge,

    or using spotter craft.

    WeaponryIn the war torn world of the 09 stmillenium, there is no shortage of weaponry. They range from rapid-firing mini-rocket launchers such as Hea!y +olters to the might +attle annon, typically found on main

    line $attle tanks. There is no shortage of ways to deal death. The following characteristics are used to

    represent how a weapon operates in this game. These characteristics together make up a weapon's

    profile.

    4ange3 This is how far a weapon can effecti!ely fire. The higher a weapon's range the further it can

    effecti!ely hit a target. This is measured in inches.

    Accuracy3 (ome weapon systems are inherently more or less accurate to fire. A modifier with a plus

    sign makes it easier to hit with, while a modifier with a minus sign makes it harder. #ost weaponsha!e no modifiers for gunnery skill.

    4ate of Fire3 (ome weapon's only fire a single shot, while others fire a sal!o of shots. The 4&Fdetermines how many shots the weapon can take each time it is fired.

    (trength3 This shows how powerful a weapon is, and how likely to inflict damage. The higher aweapon's strength, the more likely it is to punch through the targets armor.

    (pecial 4ules3 This section will dictate any special rules that the weapon has. These will $e detailed

    more in the weapon section.

    !he "ame !urnAuanautica Imperialis3 Horrors of the %eep uses a game turn made up of the following phases3

    9. %etermine Initiati!e

    @. Acti!ate the ship with the highest Initiati!e score

    . 4oll >eadership %ice0. %eclare &rders

    eadership. In the case of two ships with the same

    Initiati!e, roll a d6 for each. The one with the highest score gets to go first. /rite down the order of

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    Initiati!e if necessary.

    Acti#ate a ShipThe ship with the highest initiati!e score is acti!ated first. &nce acti!ated, it can not $e acti!ated again

    during that turn. The ship can choose to end its turn during any phase, howe!er the ship must ha!e an

    End phase.

    Roll $eadership DiceTake the leadership rating of the !essel and roll the same num$er of d6's. For e!ery 0? rolled, the

    !essel is allowed to make gi!e an &rder. The orders allow the captain of the !essel to direct the actionof his ship. ot all ships ha!e the same >eadership rating.

    %rdersThe !essel may make one &rder per 0? rolled on the >eadership dice. &nce the num$er of &rders are

    determined, the controlling player must declare all of his &rders, and then resol!e them in the order

    they were declared.

    +elow is a list of potential &rders3

    All Ahead3 This order allows the !essel to mo!e up to its speed forward. (hips that do not mo!e duringtheir turn are su$;ect to %rift in the End hase.

    ome to a ew Heading3 The !essel can make a single turn up 0< degrees. The !essel can ome to aew Heading once per #aneu!er rating of the !essel.

    Fire3 This &rder allows the !essel to choose one weapon and fire with it up to the weapon's 4&F. Theweapon and target must $e identified $efore firing. o weapon can $e fired more than once a turn. If

    the target is not in range or the proper fire arc, the &rder is still used, $ut automatically fails.

    Aimed Fire3 The controlling played can choose one weapon to take aim at a specific hit location on an

    enemy target. In order to use this &rder, the weapon must then $e fired in the following &rder. ormal

    shooting rules apply.

    %amage ontrol3 The aptain can issue orders to repair damage to parts of the !essel. The damage is

    not remo!ed, $ut any negati!e effects will $e remo!ed on a d6 roll of 0? per &rder.

    4e-load3 (ome weapon systems such as Torpedo tu$es need to $e re-loaded $efore they can $e fired

    again. This order will prepare such weapons to $e used again, howe!er they do not need to $e fired in

    the following &rder.

    4e!erse Engines3 This &rder allows the ship to either hold-still without suffering %rift or mo!e

    $ackwards up to half of their speed characteristic.

    4am3 4am &rder allows the ship to mo!e up to its speed and collide with another ship.

    Augur (pike3 This order allows the ship to attempt to Target one enemy !essel that it does not ha!e lineof sight to.

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    +race for Impact3 +race for Impact is a special order that a !essel can carry out at any time, e!en in

    another !essels turn. Going on +race for Impact costs one leadership dice for when the ship is ne)t

    acti!ated. +race for Impact allows a 0? sa!e that negates one attack. A !essel can attempt to +race for

    Impact as many times in a turn as it has leadership dice.

    Mo#ement

    How a craft will mo!e is dependent on the following factors39. The &rders it recei!ed

    @. Its speed rating

    . The maneu!er characteristic0. End hase factors

    Wa&eA ships mo!e on the surface, they will lea!e wake $ehind them. lace a flamer template with the

    narrow end touching the craft, and ha!e it trail $ehind the !essel roughly following the course the ship

    took while mo!ing. &ther ships that mo!e through this wake, including friendly craft will $e effected$y wake as normal. If a ship does not mo!e, no wake is created, so the template can $e remo!ed.

    DriftA ship can $e su$;ect to drift if the following occurs3

    9. The ship does not mo!e during its turn

    @. The ship has $een reduced to a hulk

    . The ship has $een immo$iliCed $y damage

    %rift occurs in the End hase after all orders ha!e $een worked out. To determine drift roll a scatter

    dice and a d6. The ship drifts that direction the num$er of inches rolled on the d6.

    Special !errainThere are a few special features that may appear in a na!al $attle. The location of these special featuresshould $e discussed $efore the game, and clearly distinguisha$le from the rest of the ocean.

    (hallow Terrain3 This is shallow water, that may hide reefs, rocks, or other haCards to a ship orsu$marine. (hallow water has the following effects3

    9. raft that may su$merge can not do so in (hallow water

    @. raft that are in reser!e as they are su$merged can not come to firing depth in shallow water.

    . raft mo!ing through shallow water roll a d6. &n a 9, they are immo$iliCed.0. A craft that is immo$iliCed has its turn end immediately, all remaining orders are disregarded.

    >and3 This is islands, or peninsula that ;ut out into the ocean. >and has the following effects3

    9. (hips and su$merged craft may not cross or enter land.@. A !essel that comes in contact with land are immo$iliCed immediately.

    . A craft that is immo$iliCed has its turn end immediately, all remaining orders are disregarded.0. The craft immediately takes catastrophic damage $elow the waterline.

    /ake3 /ake is choppy, wa!y water that has $een churned up $e weapon's fire, ship propellers,

    su$merging craft etc. /ake will $e discussed in more detail later. For now, /ake has followingeffects3

    9. #o!ing through wake reduces a ships speed $y @ inches.

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    @. Gunnery tests when in wake are at -9.

    ollisionsA collision occurs when two ships come in contact with each other without declaring a 4am order. It is

    unintentional, and the results of the collision should $e worked out immediately as soon as it occurs

    $efore mo!ing on.

    A ollision will inflict 9d6 hits at random locations of $oth the ships in!ol!ed. %uring a ollision, the

    strength of the attack is

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    @. >anding- The ship can come to a stop and land on an a!aila$le landing area. This

    effecti!ely allows the aircraft to re-load automatically, $ut also puts them in reser!e on the

    landing pad.

    Au(ur Spi&eAn Augur (pike is used to detect su$merged craft. If a su$merged craft is detected, it can $e fired upon

    using anti-su$marine weapons such as depth charges and torpedoes.

    In order to perform an Augur (pike nominate one (u$marine counter then, roll a d6 and add the ships

    Augur rating. If the result is a 6 or higher the su$marine has $een detected. The su$marine counter can$e replaced with an actual model to represent it has $een detected.

    If one ship in the fleet has detected the su$, it can immediately relay the information to all other shipsin their allied force.

    Shootin(se these rules when a player uses the Fire &rder. For each Fire order gi!en, one weapon system can

    $e fired at an enemy !essel. (hips that are in oint +lank range with another ship can still firenormally. In addition, ships at oint-+lank range with other ships can $e chosen as a !alid target.

    Howe!er, the firing ship can not use shooting against a target that is in point-$lank with the firing ship.The target must $e in range, >ine-&f-(ight, and the proper fire arc or the shots automatically miss.

    Each ranged weapon can can $e fired up to its 4&F for e!ery Fire order gi!en. %ifferent weaponsystems can $e fired at different targets. Howe!er, once a weapon system fires at the target, it should

    $e fired at the same target until the following turn. (hip weapon systems are slow to $e repositioned.

    (hip weapon systems will ha!e a certain fire arc depending on the weapon system, and the weapon

    mount $eing used. The fire arcs are the following, and will $e designated in !essel and weapon profile.

    The potential weapon mounts are3

    Forward3 The front 91 degrees

    4ear3 The rear facing 91 degrees

    +ow3 The 1 degrees directly in front of the shipAstern3 The 1 degrees directly $ehind the ship

    ort3 The 91 degrees to the left

    (tar$oard3 The 91 degrees to the rightForward ort3 The 1 degrees from the $ow point to the ort side.

    Forward (tar$oard3 The 1 degrees from the $ow point to the (tar$oard side.

    (tern to ort3 The 1 degrees from the (tern to the ort side.

    (tern to (tar$oard3 The 1 degrees from the (tern tot he (tar$oard side.All Around3 61 degrees from the weapon mount.

    $ine of Si(htThere are se!eral types of deadly na!al weapons in the 09st#illenia. These types of weapons are

    di!ided into two ma;or types3 %irect Fire and Indirect Fire. %irect fire weapons need a >ine of (ight

    5>&(7 $etween the weapon and the a target in order to hit them. Indirect fire weapons use hightra;ectories or other fire arcs in order to $ypass co!er.

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    In order to determine >&(, the mid-point of the ship must $e a$le to draw a straight line to the target.

    If it can not, then >&( does not e)ist. (hots made at a target that does not ha!e >&( simply miss, no

    matter what.

    Indirect fire weapons still need >&( to hit, howe!er they ignore co!er. Indirect fire weapons can $e

    fired at su$merged targets.

    o#erThere are many situations where a ship can draw a >&( to the enemy, $ut the enemy is not fully

    e)posed to the full !iew of the attacker. This is called co!er. (hips can take co!er $ehind terrain, otherships, smoke screens, etc. A ship in co!er is harder to hit.

    There are two types of o!er3 (oft and Hard.

    (oft o!er3 A uarter or more of the target is not in >&( or !isi$le. This is considered (oft o!er.

    (oft o!er causes a-9 to Accuracy when the ship is rolling to hit the target.

    Hard o!er3 /hen half or more of the target is not in >&( or !isi$le, it is considered to $e in Hardco!er. Hard o!er causes a -@ to Accuracy when the ship is rolling to hit.

    )ominate !ar(et+efore firing a weapon, you must nominate the target. After the target is nominated, you check range,

    determine >&(, and determine the type of o!er the target has if any. If the weapon does not ha!e thenecessary criteria to hit the target, i.e. not in range, no >&(, etc. the shot is considered a miss and no

    dice need to $e rolled.

    Roll to HitFor each point of 4&F, roll a d6. If the score is more than the Gunnery rating of the ship after

    modifiers, the shot has hit home. If the roll is not enough, the shot misses.

    For Indirect weapons, if the shot is not a hit it (catters. 4oll a (catter and a d6. The num$er rolled is

    the num$er of inches the shot de!iates, and the arrow is the direction. If a hit is rolled, use the $lack

    arrow at the top of the dice to determine the direction de!iated.

    ModifiersThe following are situations that will impact a direct fire weapons a$ility to hit the target3(oft o!er3 -9

    Hard o!er3 -@

    In /ake3 -9

    Agile Target3 -9/eapon Accuracy3 ?- The weapon's accuracy rating.

    (hort 4ange3 ?9 to hit

    A(ile !ar(etAn agile target is one that has a #aneu!er 4ating of or $etter.

    Short Ran(e(hort range is anywhere from less than half of the weapons range to oint +lank range.

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    *race for Impact+efore the results of a damaging hit are determined, the player of the target must choose if they willattempt to +race for Impact. If they do, make all appropriate +race 4olls now.

    Resol#e Dama(e

    /hen a shot hits, consult the appropriate ship template to determine where the shot hit. 4oll a d6 todetermine the location. &nce the hit location is determined, roll a d6 and add the weapon's strength,

    and su$tract the target's armor. ompare the results $elow3

    For e!ery num$er a$o!e 1, that many hits in the hit locations damage chart.. ertain sections of the

    ship can maintain more damage then others. In addition, as the damage stacks, it will cause side effects

    to your ships performance.

    +oint *lan&(hips and !essels are so close, that it is impossi$le to miss. At this range, it is almost impossi$le for thelarger ship-to-ship weapons to $e $rought to $ear on the enemy. It can also take the form of $oarders

    trying to get on $oard the enemy !essel, Tyranid creatures actually grappling with a ship, or point-defense weapons $laCing away.

    oint +lank attacks can occur $etween any !essels that are within @ inches of an opposing !essel. In

    order to make a oint +lank attack, the ship has to use a Fire order. Howe!er, instead of using their

    Gunnery 4ating to determine the success of the attack, the ship uses its oint +lank rating. This workse)actly as a shooting attack for hitting and damage.

    For each Fire order used, the !essel can choose which oint +lank weapon is wishes to use in thecom$at. If no oint +lank weapons are a!aila$le, the !essel is allowed an impro!ised attack. There is

    no Accuracy modifier, and it has a $ase strength of

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    mo!ing can not $e remo!ed with this method.

    After this phase is complete, acti!ate the ne)t ship in initiati!e order. ontinue play until all ships ha!e

    completed the turn. lay as many turns as the scenario reuires.