Modern Naval Rules
Modern era naval warfare rules supplement.
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Page - 1 Modern General Quarters Tactical Turns: 1 Tactical Turn is 5 minutes. 5cm equals 1 nautical mile To calculate speed in centimetres, divide maximum speed by 2.4. For example, a 30 knot ship moves 30/2.4cm or 12.5cm. Round up to 13cm. Turning up to 45° uses 1cm of movement. CVNs and merchant ships can only make 2 turns in a tactical Turn (up to 90° in total). Defence Value = K*(1+((Length-300))/100) K*(1+((Length-91.5))/30.5) in metres (thanks to Steve) K= 1.55 (1.4 for poorly built, poorly maintained or old ships, 1.6-1.7 for well built ships with decent vulnerability features) Order of Play Move detected submarines Move surface ships Move undetected submarines Move aircraft Submarines may fire at contacts made last turn Check for radar, visual and sonar detection Ships with ASW helicopters on deck CAP may launch at detected submarines Fire weapons Resolve attacks. Gunnery Similar to GQ. Add the number of functional mounts to get the Firepower factor. Roll a d10 on the gunnery table to hit, rolling a red and white die at the same time. If a hit is scored use the red and white dice to determine hull boxes lost and system hits inflicted.
Page - 2 Air Operations Unless specified aircraft move at the following rates: Type Speed (cm) Maximum Height Turn Distance (cm) Level 0 Accident Roll (%) Helicopters 40 2 0 0 LRMP 100 3 25 3% Strike aircraft, subsonic fighters 200 3 15 2% Supersonic fighters 400 3 25 3% Aircraft may make turns of up to 45°. Each turn must be separated by the Turn Distance shown above. Supersonic aircraft moving at subsonic speeds tuern as if subsonic aircraft. The data above is for generic aircraft types. Players may substitute the above for type-specific data if required. Aircraft may change altitude by 2 levels per turn at a penalty of 25% of their movement per level climbed or dived. Launching or recovering to a ship takes 1 turn where the aircraft is placed at the stern (if recovering or a helicopter launching from a ship with an aft flight deck) or at the bow (if launching from a CV). Aircraft carriers must be steaming into the wind to launch or recover aircraft (with the wind within 45° of the bow). Carriers operating VSTOL aircraft have no wind restriction, but weapon/fuel loads are likely to be reduced if launching into the wind is not undertaken. Aircraft can fly at heights from Very Low through Low, Medium, High and Very High. Very Low is sea skimming or hovering. Weapon systems will have maximum engagement heights, so a fighter at High cannot be hit by a Small Calibre Gun which has a maximum height of Medium. Aircraft flying at Very Low may crash by accident - roll % dice for the scores in the table above per turn per plane for the aircraft to crash. When shooting at aircraft, total the AD or PD ratings of all systems in range and roll to see how many aircraft are shot down. Disbursed aircraft must head for home. Two disbursements shoots down an aircraft. To bomb a target the aircraft must move into contact with the target. If using missiles it must move to the release point. Movement stops at the point of release. Aircraft with guns only, flying at Very Low or Low can perform strafing attacks. Move the aircraft into contact with the ship and roll a d10. On a roll of 1 a critical hit has been scored if the target was a Medium sized ship. If the target was Small ship a critical is scored on a 1-2, and on a Large ship on a 1 followed by a further roll of 1-4. Otherwise there are no effects. Air Operations in Restricted Waters No air defence (AD) rolls are allowed unless using FAMS in conjunctio with AEW aircraft. Ships use PD ratings only, but may use a weapon's AD rating if this is higher, and may use AD weapons which would not normally be used in the PD roll, but all PD restrictions apply.
Page - 3 Air to Air Combat Air to Air combat is resolved in a semi-abstract manner. Each aircraft has Air to Air Combat Ratings (ACRs). Some aircraft have one rating, denoting Local capability only (guns, short ranged missiles), whilst others have 2 values for Area and Local capabilities. Finally, a few aircraft have three ratings, denoting Long Range capabilities also (these are aircraft such as the F-14 armed with very long ranged missiles such as Phoenix). Each aircraft is allowed 2 attacks with each rating shown, after which it resorts to a Local rating of 1, denoting guns only. Thus the various ratings reflect the number of missiles carried as well as the capabilities of the missiles themselves. Local range is 20cm, and involves dogfighting . Arae Range is from 20cm to 75cm. Long Range is from 75cm to 300cm. Players move their aircraft after surface ships. Attacking aircraft are moved first; CAP aircraft are moved afterwards in reaction to the enemy’s movement. Combat occurs at Long Range, then Area, then Close. As an example, a strike is closing with a US task group. A CAP of 2 F-14 Tomcats is overhead. The raid is made up of subsonic fighter bombers. The raid starts at 400cm and closes to 200cm at the end of the first turn of the raid. The Tomcats loiter over the Task Group. As the raid is within 300cm the Tomcats can use their Long Range ACR ratings against the raid. They may make 1 or 2 attacks as desired. On the second turn the raid closes with the task group and ends the turn in contact. The Tomcats accelerate and contact the raid 100cm from the Task Group. The Tomcats only used one of their Long range ACR attacks and can thus make another (the raid started the turn at Long Range). As the raid and the Tomcats move into contact they pass through Area range, so both may use their Area ACR ratings. They end in contact so both may use their Local ACR ratings. The Tomcats hold off 100cm from the Task Group - the surviving raiders now face the AA fire of the ships. Strike aircraft which are loaded may not engage in dogfighting, i.e. they may not use their Local ACR Ratings, unless they jettison their bombs. Defending fighters which encounter a mixed force of strike fighters and escorts must engage the escort first. Aircraft also have a Defence Rating. This is a modifier applied to the die roll on the Air Defence Table.Rolls in excess of 6 cause no losses. ECM aircraft may accompany raids. They afford a Defence Rating of +1 or +2 to all attacks by Long or Area weapons on friendly aircraft within 15cm. Note this also applies to missile attacks by Area Air Defence weapons on ships. To resolve the effects of AA fire, total the ratings of the aircraft involved and roll on the Air Defence Table as for Surface to Air fire. Typical ratings: ACR Ratings Local 1 if gun armed 1 per dogfighting missile (AIM-9E) 1.5 per all aspect dogfighting missile Area 1 per normal BVR Guided missile 1.5 per ‘modern’ missile (AIM-120) Long 2 per Long Range Missile Defence Ratings LRMP, Transports, bombers -1,2 e.g. Canberra, Neptune, Orion Normal fighters, fighter/bombers 0 e.g. Mig 21, Mirage, Phantom High Manoeuvrability Fighters +1,2 e.g. F-16, Sea Harrier
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