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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0


By Thomas Dziegielewski
TABLE of CONTENTS:
Starter fleets & Game Markers printable on cardstock {New Content} ....p.2
Design Conventions {Additions} ....... p.7
Sequence of Play {Updated for Added Rules}........ p.9
Rule 1: The Bridge {Added Rules, Pirate Speedboats}....... p.10
Rule 2: Search: Air, Surface & Subsurface {Added Rules, Stealth Aircraft}......p.10
Rule 3: Movement {Depth Charge Attacks & Hidden Sub Movement}.... p.14
Rule 4: Combat {New Optional Fire Resolution & Change for Initiative} ..........p.18
Rule 5: Launch Subordinate craft / Stow recovered craft below {Added Rule} .......p.25
Rule 6: Damage Control {Added Rule}.... p.26
Rule 7: Morale & Rally Checks {Added Rules, Pirates & Prizes} .... p.28
Appendices: Reading the ship form, Charts, Tables & General Notes {v3.0 update}.... p.30
USN Ship Forms {Includes Littoral Combat Ships}........ p.42
UK Ship Forms {Includes Falklands 1982 Ships}..... p.61
USSR Ship Forms {Updated Weapon Values} ...p.76
Iranian Ship Forms {Updated Weapon Values} ....p.96
Argentine Ship Forms {Las Malvinas, 1982}.....p.100
Pirate & Prize Ship Forms {Littoral Combat Bad Guys & Freighters} ......p.109
Aircraft Forms: US, Russian, UK, Argentine & Blank {Added Planes} .p.111
Addendums, Questions and Answers {A Few New Q&A}........p.119
Damage Class Tables for Inclusion of New Weapons (New Content}.........................p.122
Starter scenarios {New Content} .......................................................................................p.123

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0

This ship and aircraft counter sheet will support scenarios 1 through 5.
(Thumbnail and ship counter graphics by Christopher Jones)
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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0

1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2
1

10

10

10

10

10

10

10

10

10

10

10

10

11

11

11

11

11

11

11

11

11

11

11

11

12

12

12

12

12

12

12

12

12

12

12

12

RA RA RA RA RA RA RA RA RA RA RA RA
RA RA RA RA RA RA RA RA RA RA RA RA
Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

Fired
Defense

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0

SA SA SA SA SA SA SA SA SA SA SA SA
SA SA SA SA SA SA SA SA SA SA SA SA
LR LR LR LR LR LR LR LR LR LR LR LR
LR LR LR LR LR LR LR LR LR LR LR LR
DC DC DC DC DC DC DC DC DC DC DC DC
DC DC DC DC DC DC DC DC DC DC DC DC
V

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

SPOT

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

FIRED
Offense

The primary use of the numeric markers is to indicate movement rate. The
three different colors of the numbers corresponds to the change in sonar
spotting modifiers applicable to that speed; both for listening and making noise.
RA = Radar Active, SA = Sonar Active, LR = Launch & Recover aircraft or
hovercraft, DC = Dummy Counters. The green arrow heads show the final
direction of a vessel at the end of movement. SPOT markers are placed next to
vessels when they are spotted. FIRED markers are placed next to vessels that
have used their OFFENSIVE fire capabilities.

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0


ORDER MARKER COVERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

NEW ORDERS

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0


SUBMARINE HIDDEN MOVEMENT MARKERS - PLACE PRINTED SIDE DOWN

SUBMARINE
[[LOCATED]]

SUBMARINE
[[LOCATED]]

SUBMARINE
[[LOCATED]]

SUBMARINE
[[LOCATED]]

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
[[LOCATED]]

SUBMARINE
[[LOCATED]]

SUBMARINE
[[LOCATED]]

SUBMARINE
[[LOCATED]]

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

SUBMARINE
UNLOCATED

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0


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

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0


All ranges, moves and arcs of fire are measured from the point of the bow or nose.
Many of the rules refer to more (or less) than XX% damage. Calculate the percentage
and DO NOT ROUND. If the requirement is > 50%, 50.003% is more than 50%.
Likewise, 49.997% is < 50%.
Game Equipment Needed:
A set of these rules
Ship figures (1/2400 or smaller is good, if you use 1/1200 scale double the
ranges and speed, if you have 1/6000 scale figures use centimeters. This rule set
includes some ship counters as starter fleets.
Dice: a half-dozen each of D6, D10 and D20 are required, at least a pair each of
D4, D8 and D12 are also needed.
Non-glare sheet protectors for the ship forms
Wipe-erase markers to write on the sheet protectors
Cardstock to print the ships and status markers
Large table or floor space, approximately 8 ft x 5 ft. ( 2.5m x 1.5m)
One good tape measure of at least 12 feet (5m) in length, 25 feet (10m) if you
plan to play on the floor
Rulers, 12 inches long (30cm)
A deck of standard playing cards for use with the combat initiative rule.
Die Table as a reference:
D4: Collision/Ramming
D6: Fractional Damage Table, Damage, Collision/Ramming Bulk Defensive Fire, Drifting
D8: Collision/Ramming
D10: Initiative Offensive Fire/Strike Aircraft, Special Damage Table, Collision/Ramming
D12: Rudder Hit
D20: Radar/Sonar Detection, Damage Control, Morale, Repair, Extinguish Fire, Accuracy

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0


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

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johnny okane (order #7051525)

SURFACE BATTLE GROUP v3.0


RULE 1: THE BRIDGE
At the start of each turn every ship must:
Leave any radar or sonar system status markers from the previous turn face up
with the ship or aircraft they belong to.
Decide what the speed of the ship, sub or hovercraft will be to the one-half of an
inch. Aircraft do not pre-select their movement speed.
Decide which direction the ship, submarine or hovercraft will be facing at the end
of the turn. This is not necessary for aircraft.
Decide whether the weapons directors which are labeled A or D will be set for
attack or defense. This is not applicable to aircraft.
Decide whether or not the ship will launch or recover aircraft if so equipped.
Decide whether search radar and search sonar are active or passive for the next
turn. This applies to all vessels and aircraft.
Place markers for the Bridge step face up under a cover next to the corresponding ship.
At the end of the Search step they are revealed and take effect.
RA

RADAR ACTIVE:
SHIP EMMITING RADAR SIGNALS
SONAR ACTIVE:
SHIP EMMITING SONAR SIGNALS
LAUNCH OR RECOVER SUBORDINATE CRAFT:
SHIP HANDLING AIRCRAFT OR HOVERCRAFT
NUMERIC MARKERS:
SHIP SPEED AND OTHER USES
DUMMY COUNTERS;
GAMESMANSHIP AND OTHER USES
DIRECTIONAL ARROWHEAD:
EXACT SHIP HEADING AFTER MOVEMENT

SA
LR
12
DC
s

Speed changes are generalized based on the tonnage expressed as total hull points.
Changing speed: Based on Hull Points
US & UK/NATO
Russian/Chinese Speed Change
1 10
19
4 max.
11 35
10 30
3 max.
36+
31+
2 max.
All nations: Freighters, LSTs etc.
2max.
Pirate Speedboats
01
ANY

Size Class
1
2
3
2
0

Quick Play Summary: Rule 1


Point the arrow in the direction the ship will be heading at the END of movement. Use a
numeric marker to set speed as if moving straight ahead. Mark weapons directors for
attack or defense as needed. If your radar and/or sonar will be active pick the matching
marker. If you will be launching or recovering aircraft, hovercraft or other subordinate
vessels pick that marker too. Dummy counters are available for gamesmanship.
Conceal all markers next to the ship figure.

RULE 2: SEARCH: Air, Surface & Subsurface {NEW RULES}


In order to be fired upon, a ship, boat, aircraft, or missile must be located by the
opposing force.
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SURFACE BATTLE GROUP v3.0


Only one attempt at radar location and one attempt at sonar location of each target per
turn is allowed. Roll for which ever unit has the best chance to locate the target.
Information can be shared among friendly vessels, but the vessel or aircraft doing the
locating and sharing automatically goes to radar active status if not already active.
Missiles launched on the playing surface (i.e. not off-board) are automatically located.
Once a ship or aircraft is spotted by radar it remains spotted until the radar contact is
broken. The exception is stealth aircraft: F-117, B-2, F-22 & F-35. These must be
acquired every turn.
Radar contact is broken by these means:
Target ship moves to within 1 of a land mass and is radar passive
The searching radar is jammed
If target is a surfaced sub; submerging breaks radar contact
If an aircraft is the search platform; shooting it down breaks contact
If a surface vessel is the search platform, a landmass intervenes
Once radar contact is broken it must be re-established by the normal search procedure.
If the total of the modifiers means that no die roll can acquire the target then the target
cannot be acquired that turn. There is no mercy rule for locating targets.
LOCATION BY RADAR:
AIR SEARCH by ship:
Radar Type & mode
A-active
A-passive
B-active
B-passive
C-active
C-passive

Chance(1d20) @ Range (or less)


7+ @ 50'
11+ @ 75
7+ @ 27.5'
11+ @ 41
7+ @ 11'
11+ @ 16.5

3+ @ 20'
9+ @ 50
3+ @ 10'
9+ @ 27.5
3+ @ 5'
9+ @ 11

LOCATION BY RADAR:
SURFACE SEARCH by Ships:
Radar Type & mode Chance(1d20) @ Range (or less)
A-active
A-passive
B-active
B-passive
C-active
C-passive
D-active
D-passive

7+ @ 27'
11+ @ 40.5
7+ @ 6'
11+ @ 9
7+ @ 2.5'
11+ @ 3.75
7+ @ 1
11+ @ 2

3+ @ 17'
9+ @ 27
3+ @ 4'
9+ @ 6
3+ @ 1.5'
9+ @ 2.5
3+ @ 4
9+ @ 6

AIR OR SURFACE SEARCH by A/C with Active or Passive Radar:


A/C type
Chance(1d20) @ Range (or less)
AWAC/AEW
Passive mode
Recon/EW
Passive mode
Ftr/Strk/Bmbr
Passive mode
ASW
Passive mode
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johnny okane (order #7051525)

7+ @ 50'
11+ @ 75
7+ @ 16'
11+ @ 24
7+ @ 10'
11+ @ 15
7+ @ 7'
11+ @ 10.5
11

3+ @ 30'
9+ @ 50
3+ @ 10'
9+ @ 16
3+ @ 6'
9+ @ 10
3+ @ 5'
9+ @ 7

SURFACE BATTLE GROUP v3.0


Remote targeting of offensive missiles by helicopters and AEW aircraft is possible. One
Helicopter can support 4 ships. One AEW aircraft can support the entire battle group.
Radar Modifiers: (Location & Combat, all modifiers to the die roll)
Location:
-4 for being a radar passive target of a search.
-3 for surface contacts within 1" of a landmass.
-2 when locating missiles launched off board
-8 for active radar within an EW jam cone. (22.5
degrees of arc by 4' in length)
+1 for EACH friendly radar in active status when searching for
stealth aircraft.
-3 when attempting to locate stealth aircraft over water; -6 over land
Combat:
+1 to ECM for surface targets within 1" of a landmass.
-4 to accuracy for attacks by jammed radar.
If a weapon is fired that is radar controlled its status automatically becomes radar
active unless an aircraft such as an AEW or a properly equipped helicopter can fulfill
the active radar requirement while the launching ship or aircraft remains passive.
Jamming causes all radar within the boundaries of the cone to go active automatically.
Sonar Acquisition: Each turn submarines must be acquired and homing or guided
torpedoes must reacquire their target. Failure to acquire a target means that any
torpedoes launched cannot impact their intended target. For wire guided torpedoes the
controlling vessel must check. For homing torpedoes the torpedo must check.
Torpedoes check as a type A sonar in the active mode. Helicopters MUST be
stationary to use their dipping sonar. Their sonar is a type A sonar and may be either
passive or active.
A sub surfacing or diving is not stationary and is not in the silent mode. A sub firing
torpedoes or launching missiles is not silent. Speed modifiers apply to both the searcher
and the contact. Submarines must be reacquired each turn. Homing and guided
torpedoes must reacquire their target. An unsuccessful roll means sonar contact is
broken. Optionally, a submarine model is NOT placed on the playing surface when the
submarine enters play. Each individual submarine is usually represented by three poker
chips with one of them identified (again, hidden) as the real submarine. Each poker chip
must be successfully located to determine the actual location of the sub. When a poker
chip is located it is removed from the playing surface. If the chip of the real sub is
located the model is placed on the playing surface. Any chips of the group not located
remain on the board (they might be subs too). There are new OPTIONAL effects of
failing to reacquire submarines. See Rule #3 Movement (optional submarine movement
prior to reacquisition).

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SURFACE BATTLE GROUP v3.0


LOCATION BY SONAR:
Sonar Modifiers: (to the die roll)
+/- 2 if moving faster than 3.5" per turn. Plus if the target is at that speed.
Minus if the searcher is at that speed. This is not cumulative with
other speed related modifiers.
-4 if trying to locate a stationary, submerged sub
+/- 4 if moving faster than 7" per turn. Plus if the target is at that speed.
Minus if the searcher is at that speed. This is not cumulative with
other speed related modifiers.
-4 for intervening landmasses
-2 for subs in silent running mode (speed of 3 or less but more than 0,
did not fire, surface, or use active sonar the preceding turn.)
+/- Crew quality modifiers (accounts for dealing with convergence
zones, thermal strata and all those other variables too cumbersome to
model here)
Sonar Type & Mode
Type A Sonar, active mode

Chance (1d20) & Range (or less)


10+ @ 2'
9+ @ 1'
5+ @ 3"

Type A Sonar, passive mode

16+ @ 9'
14+ @ 6'
10+ @ 3'

Type P Sonar, passive (only)

12+ @ 9'
8+ @ 6'
4+ @ 3'

Sample Location: The Slava and a Victor III are 5 feet from the Arleigh Burke, the
Pegasus and Los Angeles class sub, the Toledo. The Slava is at a 6 speed with type
B radar active and type A sonar passive. The Victor III is at a 3 speed and
submerged with type P sonar. The Burke is at 6 speed with radar passive and type
P sonar. The Pegasus is at 12 speed but within 1 of an intervening landmass with
type B radar active. The Toledo is at silent running at 1 speed with type P sonar.
The Slava has a net 12+ to locate the Burke (7+ for B-radar active at < 6 range and a -4
for radar passive and -1 for stealth technology), an 11+ to locate the Pegasus (7+ @ -4
land mass), a 19+ to hear the Toledo (14+ for A sonar at < 6 and -2 for silent mode
and -1 as a Los Angeles class and -2 for the Slavas speed). The Victor III has a 11+ to
hear the Toledo (8+ with -2 and -1), a net 8+ to hear the Pegasus (8+ with +4 speed
and -4 landmass), and a net 6+ to hear the Burke (8+ with +2). The Burke has a net 9+
to locate the Slava (9+ for A-radar passive with no modifiers), a net 12+ to hear the
Victor III (8+ with a -4 for speed and silence). The Pegasus has a net 7+ to locate the
Slava, no modifiers apply. The Pegasus has no sonar and cant hear the Victor III. The
Toledo has a net 8+ to hear the Victor III, no modifiers apply. The Toledo has a net 6+
to hear the Slava (8+ with +2).This means that the Slava rolls for radar location (12+
and 10+) and the Victor III rolls for sonar location (11+ , 8+ and 6+) of the U.S. ships.
The Burke rolls for the radar location (9+) and the Toledo rolls for the sonar locations
(8+ and 6+) of the Russians.
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SURFACE BATTLE GROUP v3.0


Quick Play Summary: Rule 2
One attempt with radar and one attempt with sonar to detect each enemy target may be
made by each side. Roll using the ship or aircraft that has the best chance to succeed.
Friendly vessels and aircraft can use the location information if the spotting unit goes
radar active. Submarines must be reacquired each turn. Stealth aircraft must be
reacquired each turn. Reveal status and order markers at the end of the phase.

RULE 3: MOVEMENT {NEW OPTIONAL RULE FOR SUB MOVEMENT


& NEW RULE FOR DEPTH CHARGE ATTACKS}
Every ship, submarine and hovercraft should have been given a directional marker and
a speed marker in the bridge phase. If this is not the case, the previous turns orders
must be repeated. After movement all ships must end up facing EXACTLY the way their
arrow was placed during the Bridge step.
A ships speed and change of speed abilities are listed on the ship form for each class
of ship. See Appendix A: Using and Reading the Ship Form on page 29.
Movement Sequence: All movement within one step of the sequence is
simultaneous.
1. All surface vessels and surfaced submarines, all located submarines, and all
hovercraft move. Depth charge attacks are made. Declare and resolve collisions
and ramming attempts.
2. All missiles which were airborne the previous turn move. Resolve anti-missile
fire. Resolve damage from successful missile hits.
3. All detected air units move. Resolve anti-aircraft fire. Indicate aircraft to be
recovered. These aircraft are not yet below deck.
4. All undetected submarines and aircraft move.
All ships, submarines and hovercraft must move the full amount shown on the marker
chosen during the Bridge phase. The full amount can only be reduced by changing
course. The amount of reduction is given on the rosette diagram below.

Turns of 45 degrees or less are free. Turns of more than 45 and less than 135 degrees
cost 25% of the marked speed. Turns of 135 degrees or more cost 50% of the marked
speed. Select your speed marker as if you were moving straight. Calculate the reduction
as a loss to your set speed. Change speed markers only during the Bridge phase.
Only one change of course can be made per turn. The course change can be made at
any point on the movement path. The vessel must end up pointing the same direction
as the arrow placement in the Bridge phase. See examples on the next page.
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Sample Movement:

The requirement is that 8 points of movement be used and that the vessel makes one
facing change 90 degrees to port from its starting orientation. Options 1 & 3 are the
extremes of interpretation of the order. Option 2 is just one of many moves somewhere
in the middle. ALL ARE LEGAL and may be chosen at the time of movement.

AIR UNIT MOVEMENT:


ASW Helicopters have a maximum speed of 120nm/hr (2.5/turn). AEW and ASW fixed
wing aircraft have a minimum speed of 240nm/hr (5/turn) and a maximum of 480nm/hr
(10/turn). VSTOL planes move from 0 to 12 per turn, BUT AT SPEEDS BELOW 7 the
fuel range used is equal to 12 MINUS the actual movement.
Fighters and Strike aircraft have a generalized speed 336nm/hr (7/turn) minimum
speed and 576nm/hr (12/turn) top speed. Planes using supersonic movement use a
standard speed of 1200nm/hr (25/turn). Supersonic speed is only used for off-board
movement at a 2 for 1 distance penalty to simulate extra fuel use, except for the F-22.
Normal missiles use a speed of 600nm/hr (12.5/turn). HARM & ARM missiles use a
speed of 1680nm/hr. (35/turn)
Note that planes and helicopters move to the ship for recovery, this is the only time
planes may move less than their minimum.

TORPEDO MOVEMENT:
Torpedoes launched the previous turn that reacquire their targets move towards their
target at the speed given in the weapon data table. Note that dual speed torpedoes use
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SURFACE BATTLE GROUP v3.0


their slow speed if they fail to acquire the target. Non-homing weapons run their set
course and speed.

HIDDEN MOVEMENT FOR SUBMARINES:


Each group of three decoy markers obeys the movement orders of the real sub.
OPTIONAL: If a sub manages to break contact the sub commander has the following
option (if all players agree to it). Remove the model and replace it with up to 3 decoy
markers at the last known location of the sub (again with one secretly identified as the
real sub). Movement of the chips for that turn is governed only by the indicated speed;
DO NOT USE THE DIRECTIONAL ARROWHEAD. The chips may fan out at the
marked speed WITHOUT ANY PENALTY FOR CHANGING COURSE. On subsequent
turns the group must obey the movement orders of the real sub.

DEPTH CHARGE ATTACKS:


This special attack occurs during the movement phase. The submarine(s) must be
located to be attacked. The movement for the involved vessels will be broken up into 4
stages. In order for a depth charge attack to occur the bows of the ship and the sub
must be within 1 inch of each other at the end of any one of the stages (or 1 cm if
using that scale). Using the speed and course information from the markers is done in
the following manner. After adjusting the speed for any turns; divide the adjusted speed
by 4. Any turns indicated may be executed during any one stage, but only one turn is
allowed per vessel per attack attempt. Both vessels move one fourth their full move for
the first stage. Next, measure the distance between the bows. IF THE DISTANCE IS
LESS THAN 1 INCH THE ATTACK ROLL IS MADE THEN. If the sub is not sunk the
next stage of movement takes place. Note that the depth charge launcher rate of fire
may NOT be exceeded for the entire turn, not just the individual stages. If the RoF
of the depth charge system is 1 then only one of the stages may contain an attack.

SPECIAL MOVEMENT:
Special movement circumstances such as: collisions, ramming, loss of Engine Strength
points, all stop and being adrift all have additional rules.
Loss of all Engine Strength Points or going to all stop: These conditions reduce the
speed from the previous turn by half on the first turn. On the second consecutive turn
without the screws turning the speed becomes zero. On the third consecutive turn and
every turn thereafter the vessel drifts.
Drifting: When a ship becomes adrift, randomly roll for the direction of the wind and the
sea state. Once rolled, these items do not change for the scenario.
The sea state is on a scale from 0 to 10. Roll 2d6-2 to determine the sea state. If you
did not roll for the sea state at the start of play, halve the result and round down.

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SEA STATE
Die Roll
(2D6-2)
0,1,2,3
4,5,6
7

DRIFT
Dice to be rolled
for drift
1/6D6
1/3D6
1/2D6

RESTRICTIONS

PHM & PTM cant fire, no hydrofoil movement, all


gunnery is -1 to hit
8
2/3D6
As above but gunnery is now -2 to hit
9
1D6
NO COMBAT
10
1D6+2
NO COMBAT
Roll for the distance drifted each turn.
Collisions and Ramming:
Collisions are accidental and can only occur in two situations:
1. One of the vessels is under the effects of Special Damage to the bridge,
rudder or has lost all engines points.
2. Both of the vessels are operating without radar for any reason at night or
in a heavy fog or other near zero visibility conditions.
Ramming is a voluntary impact by at least one of the vessels. Ramming may only be
attempted under the following circumstances:
1. The ship is capable of motion under its own power. Drifting ships collide.
Ships that are drifting cannot ram under these rules.
2. The ramming ship is at more than 80% damaged
3. The ship no longer has any other weapons usable in the battle (e.g. only
ASW weapons in a pure surface battle)
4. The ship is NOT under any morale failure effects.
5. The ship is NOT the Task Force Command as Task Force Command is
defined later in these rules.
Resolving Collisions and Ramming: Ships are possibly occupying the same space at
the same time. Ships will move according to the vectors selected by their captain or by
nature if drifting.
Vessels that wish to ram each other, and qualify by the rules above, do so
automatically. If only one ship wishes to ram or if there is a chance of an accidental
collision then the following procedure is used.
Each vessel moves half of its movement points. If the vessels paths cross and the
points of the bows are within 1 of each other, roll dice as per below. If those conditions
are not both met, both vessels move the remaining halves of their movement and repeat
the path and distance checks again for contact.
If both vessels are undamaged each vessel rolls 1D10. If either ship is damaged each
vessel rolls 1D8. If one vessel has special damage to the bridge, rudder, or radar in
effect, or is on fire, both vessels roll 1D6. If both vessels have special damage as noted
above, both vessels roll 1D4. If the die rolls match (i.e. doubles are rolled) contact is
made and damage occurs.
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Quick Play Summary: Rule 3
Move units as per the movement sequence on page 9. All movement is simultaneous
within the steps of the sequence. Note possible collisions and attempts to ram. Missiles
and torpedoes launched in previous turns may attack if they reach their targets. Resolve
such attacks immediately.

RULE 4: COMBAT {Rule Change & New Rule}


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

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Note that because of the relative position of the bow tips the red ship may fire guns
designated as Fore (F), Bow (B) or Starboard (S), mounts at the blue ship. Missile
launchers have no restrictions for ship position. REMEMBER, ALL LOCATIONS AND
RANGES ARE TAKEN FROM THE BOW POINT!

INITIATIVE FOR OFFENSIVE FIRE:


Each overall commander rolls 1d10 +/- modifiers with the high die roll winning initiative.
The winner of initiative is allowed one refusal on having an enemy ship fire its weapons.
If after modifiers are applied to the rolls and the result is a tie, neither side has initiative.
Then, neither side gets to refuse an enemy card. Each side will be assigned a color
from the card deck. The number of cards per side is determined as follows. For each
side, each vessel gets a card. The entire force of ASW aircraft on a side are treated as
if they were one ship. The entire group of strike aircraft gets one card just like the ASW
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group. Players will decide which ship or the helicopters/ASW craft or the strike planes
will attack. One playing card will be turned over for each ship, one card allows all
helicopters/ASW craft to attack and one card allows all strike aircraft to attack. One ship
may fire offensively on each turn of a card. Once a ship or the ASW assets or the air
strike takes its OFFENSIVE shots it is done taking offensive shots for the turn. Dont
forget to add an extra card to each sides deck to cover the right of refusal.

Initiative Modifiers for the Battle Group:


+1 for each good crew
-1 for each poor crew
-1 for each vessel on fire
+1 for each unlocated surface ship
+2 for each unlocated and submerged sub
-1 for each ship with a morale failure in effect or dead in the water / adrift
-2 for each ship sunk or abandoned
-2 for not having a helo up when the other side does
+2 for having strike a/c unopposed by hostile a/c

INITIATIVE FOR STRIKE AIRCRAFT:


If both sides have strike aircraft or bombers on the board this turn an initiative roll is
required to see who shoots first. Each side rolls 1D10 with modifiers from the chart
below. High net result has the choice of attacking with strike aircraft first or last. The
LOSER of the strike aircraft initiative may not attack until the winner has attacked. If the
side that LOST air strike initiative runs out of cards in the deck the winner must make
his air strike immediately; then the loser gets his chance to do his air strike. NOTE:
Helicopters and ASW attack with the card they are allotted with the regular initiative.

Strike A/C Initiative modifiers: {Note: Ties are not allowed for this}
+ the number of good aircrews
- the number of poor aircrews
+ the numerical advantage in strike aircraft to the more numerous side.

OFFENSIVE & DEFENSIVE FIRE:


After initiatives have been determined remove all excess cards created due to losses
last turn. Add cards for air assets or new ships as needed. Shuffle the deck well. Turn
over one card. If the red side has won the initiative and a black card was turned up,
the red side may order another card turned over and the initiative is used up for the
turn. When a card is turned over the side corresponding to that card turned over selects
one ship, or ALL of its ASW aircraft assets, or ALL of its strike a/c assets to attack.
Once a particular ship or asset is used it may not take offensive action again this turn.
Sometimes a commander may not wish to fire anything. He must still designate one
ship or air asset as fired to use up the card from the initiative deck.

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OPTIONAL COMBAT RESOLUTION: Speedier Defensive Fire System


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

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BULK DEFENSIVE FIRE AGAINST MISSILES TABLE:
Die Roll (2D6)
2
3-4
5-6
7
8-9
10-11
12

Number of Defensive Misses (round down)


0%
10%
25%
50%
75%
90%
100%

The obvious question is: What about all the variations in accuracy of the missiles?
With this fire resolution system, accuracy of an individual missile is replaced by the
amount of ordnance expended as the controlling factor. I devised this system for speed
of play considerations, BUT THERE IS A SPECIAL CASE. When only one defensive
weapon is fired and no other weapons are firing use the accuracy number for the
weapon listed on the ship form; it is in parentheses between the range and damage.
SAMPLE COMBAT: The Arleigh Burke will fire 5 Tomahawk and 2 Standard missiles
and her 5 gun at the Slava 2 feet away; a total of seven missiles and 1 gun. The Burke
has a good crew.
(From the Arleigh Burkes ship form)
Wpn. Dir.
Mount(s)
(7)
(9)
A or D
(F&A) Mk41 VLS (rof:7)

A or D

(F&A) Mk41 VLS (rof:7)

Load

Rng ( Acc ) Dmg

9 Thawk,

4 Std

1 ASROC/Mk 50 torp

62 ( 7+ ) 2D6+2 [ 0 ]
15 ( 7+ ) 1/6D6 [ -2 ]
5 +2 turns @ 13 ( 7+ ) 1/3D6 [ n/a ]

5 Thawk
2 Std
1 ASROC/Mk 50 torp

A or D
__________________________________________________________________________________________________
A or D
(F) 5 single (rof:1)
plenty
2.25 ( 11+ ) 1/3D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C

The Slava can respond with 2 SAN-4s, 1 DP gun and 2 CIWS bursts. The Slava has an
average crew. Supporting the Slava are the Moskva with a good crew and 2 SAN-3As;
along with the Kynda, a poor crew, and 1 SAN-1.
(From the Slavas ship form)
Wpn. Dir.
Mount(s)
(8)
(17)
A or D
(F&A)SAN-6 (rof:4)

Load

Rng ( Acc ) Dmg

16 SAN-6
12 ( 7+ ) 1/2D6 [ -2 ]

__________________________________________________________________________________________________
A or D
(P)SAN-4 (rof:1)
5 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]
A or D
(S)SAN-4 (rof:1)
5 SAN-4
___________________________________________________________________________________________________
A or D
(F)130mm twin (rof:1)
plenty
2.5 ( 12+ ) 1/3D6
( 19+ ) v msl & str a/c
( 7+ ) v other a/c
___________________________________________________________________________________________________
D
(PF) CIWS
3 bursts
3 ( 13+ ) v msl & str a/c
(SF) CIWS
3 bursts
( 7+ ) v other a/c
D
(PM) CIWS
3 bursts
(SM) CIWS
3 bursts

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D

(PA) CIWS
(SA) CIWS

3 bursts
3 bursts

First the fire by the Slava is resolved. Two six sided dice are rolled and 1 is added to the
roll due to the good crew of the Burke. The roll is a 6 and adding 1 gives a net result of
50%; resulting in 2 misses by the defensive fire of the Slava. There are now 5 incoming
missiles left.
The Moskva now resolves her defensive fire. Again 2D6 are rolled against the 2
defensive shots of the Moskva. Because the Burke and Moskva are both good crews
the modifier is zero (1-1=0). A 2 is rolled and both shots from the Moskva hit their
targets. There are now 3 incoming missiles left.
Next the fire from the Kynda is resolved. THE BULK DEFENSIVE FIRE TABLE IS NOT
USED IN THIS CASE BECAUSE THERE IS ONLY ONE DEFENSIVE MISSILE. The
base accuracy of a SAN-1 is 15+. The Kynda has a poor crew so the accuracy becomes
16+. A D20 is rolled with a result of 18 and the SAN-1 takes down a missile. The types
of the surviving 2 missiles are determined randomly. When the random selection is
complete there are 1 Tomahawk and 1 Standard still inbound towards the Slava.
The Arleigh Burke, the Slava, the Moskva and the Kynda may not use those same
weapon mounts again this turn.
The Tomahawks base accuracy is a 7+ on a D20 or 70%. The ECM value of the Slava
is a -6 modifier on the roll. The Burkes crew is good which gives a +1 modifier. The net
to hit roll for the Tomahawks is now 12+ on a D20. A roll is made for the missile with a
result of 15. The lone Tomahawk has hit its mark. The damage rating of the Tomahawk
is 2D6+2. The dice are rolled with a result of 3; adding 2,the net result is 5 points of hull
damage and one special damage. The hull points lost are noted on the ship form at
2D10 are rolled for the special damage. The 2D10 roll comes up as 9; two weapon
mounts are put out of action on the Slava. The mounts can be repaired on a roll of (15+)
for each mount at the end of the turn. The mounts are randomly picked from the ship
form.
Next the Standard missile resolved. The standard has an accuracy of a 7+ on a D20 or
70%. The ECM value is still -6 on the roll and the Burkes crew is good so 12+ is still
needed to hit. A 20 is rolled and the missile hits. One D6 is rolled and gets a 3. That is
cross indexed on the fractional dice table on the 1/6D6 line giving 1 hull point of damage
to the Slava. The Slava has taken 6 of her 23 hull points. She is now just over 26%
damaged.
Now the 5 gun fires with a range of 2.5 and an accuracy of (10+) because of the good
crew, and a damage potential of 1/3D6. A 10 is rolled and the salvo hits the target. The
D6 is rolled for a 6 and cross indexed to the fractional die roll table resulting in an
additional 2 hull points lost for a total of 8. The Slava is just under 35% damaged.
The above example will be carried forward for use in the damage control and morale
phases.

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SAMPLE COMBAT: Torpedo Fire
A Victor III class SSN has been detected at a range of 15 from a Knox class frigate.
The Victor fires 1 Type 65 torpedo and 1 ET-80A torpedo. The Type 65 moves its
allowance of 12 and the ET-80A moves 10. The Knox fires an ASROC from its
launcher. The ASROC deposits a Mk50 torpedo 6 from the Victor. The speed of the
Mk50 is 13 and reaches the Victor this turn. The Victor has a TCM modifier of -4, which
when combined with the MK50s accuracy of 7+ means that an 11+ on 1D20 is needed
to hit the Victor. The die is rolled with a result of 12, meaning that the Victor is hit. The
Mk50 does 1/3D6 of damage. Another die is rolled with a result of 5 which means that
the Victor takes 2 points of damage. Since the Victor has only 1 hull point when
submerged it is sunk. At this point the wire guided ET-80A becomes a non-homing
torpedo. The Type 65 is wake homing an proceeds normally. In the movement phase of
the next turn the Knox has a set speed of 6. The Knox does a 90 degree turn to port at
a cost of 25% of its movement. The torpedoes move in the next combat phase. The ET80A cannot alter course so it misses. The Type 65 is a homing torpedo so it must
reacquire the Knox. The roll needed is a 9+ with a +2 modifier for the Knoxs speed. A
13 is rolled and the torpedo follows the Knox; and has enough speed to reach it. The
Type 65 has an accuracy of 9+ and the Knox has a TCM modifier of -6 which means
that a roll of 15+ is needed to hit the target. The die is rolled with the result of 18 and the
Knox is hit for 3D6+2 damage. The dice are rolled with a net result of 7. The Knox is
sunk.
EACH damage point from ARM & HARM missiles has a 13+ chance of destroying ONE
Radar mast (each ECM/Search/Weapon Director rolled separately)
If a gun is under local control it cannot be affected by a loss of its weapon director, if it
ever had one. If a gun normally aimed by a weapon controller loses its controller, the
crew may still fire the weapon unless the ship form states otherwise. The accuracy for
guns reverting to local control in this case is (16+) against vessels, (19+) vs. missiles
and strike aircraft and (17+) vs. ASW aircraft. Guns that are always locally controlled
have different and usually better chances to hit their target; practice time matters.
SAMPLE COMBAT: Depth Charge Attack
DURING THE MOVEMENT PHASE is when depth charge attacks occur; see Rule 3.
The HMS Andromeda has located the Argentine submarine Santa Fe dead ahead on
the same course 4 inches ahead of her. The Andromeda had already chosen maximum
speed of 7.5. The Santa Fe has also chosen maximum submerged speed of 3.5. Both
crews are average quality. The first stage movement is completed and the range has
shrunk from 4 to 3; no DC shot is possible. After the second stage the range is 2; no
shot. At the end of the third stage the range is 1 and the Andromeda fires one volley of
depth charges of the two shes allowed per turn. The die is rolled and the result is a 6
so the first DC attack fails. In the fourth stage the range is 0 and another volley is fired.
The roll is a 20 and the Santa Fe is hit for 2 points and is sunk.

RULE 4.01 Defensive fire for dual purpose guns


Missiles will be classed according to their speed (see charts in appendix B). Subsonic
missiles will get a modifier of zero. Missiles with speeds from Mach 1 to Mach 2 will
reduce the DP guns chance to hit by 1 (i.e. a die roll modifier of -1). Missiles with a
speed of greater than Mach 2 will get a die roll modifier of -2 when being shot at by DP
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guns. NOTE: Crew quality and dual purpose gun fire modifiers may preclude those
particular mounts from hitting a missile. Do NOT count such mounts in the total of
defensive fire shots in the bulk fire system. If a DP gun can hit some missiles but not
others, count the mount and apply any hits to those missiles by DP gun mounts first.
Another factor involved in defensive fire is the rate of traversal of the mount in order to
lead the target. The vessel that is the target of the attack may fire as long as she has
met all the criteria for being able to fire. That is to say that the mount must have an arc
of fire that that bears on the target, has an operating weapons director set for defensive
fire, has ammo for the mount and has not used its ROF for the turn.
Vessels that are NOT the target of attack may only fire DP guns in support IF they are
within three inches (3) of the target ship. This reflects the rate of traverse needed for a
mount that is almost but not quite seeing the missile as a head on target. Like the
target ship, all other normal requirements for firing, as given above, must be met.
Appendix B: The Surface to Surface, Surface to Air and Air to Surface missile tables
now have an additional column labeled DP gun mod. This column is for modifying the
roll to hit the missile with DP gun fire.
Quick Play Summary: Rule 4
Vessels on fire take damage at the start of the turn. Resolve special damage from fires
immediately. Adjust the number of cards in the initiative deck to reflect changes in the
number of vessels and air assets. Commanders each roll a D10. The high total, after
modifications, has initiative and may force the opponent to skip a card once. Also roll
initiative for strike aircraft IF both sides can get them on the board. Running torpedoes
move and resolve attacks. Make sure weapons directors are allocated to either attack or
defense where the option exists. One ship or air asset group makes attacks per card.
Attacks and damage are NOT simultaneous. Defensive fire is opportunity fire. Resolve
special damage as needed. Count ammunition usage on the ship form. SEE FIRE
RULES FOR VESSELS HIT WHILE LAUNCHING / RECOVERING AIRCRAFT.

RULE 5: LAUNCH SUBORDINATE CRAFT / STOW RECOVERED


CRAFT
Aircraft, hovercraft and the like being launched this turn are now placed on the playing
surface adjacent to the vessel launching them. They do NOT move this turn. Aircraft or
hovercraft recovered this turn now count as being stowed below deck, or in the hangar.
The recovered subordinate craft figures are now removed from the board. Hovercraft or
small surface craft like speedboats can be moving no faster than inch per turn to be
recovered.
Planes, helicopters and hovercraft may not Launch from, or Recover to, a vessel
with more than 25% damage.
See FIRE rules under Rule 6 for oilers, carriers and combat vessels hit while launching
or recovering subordinate craft. Roll (11+) to destroy the subordinate craft and start a
fire on the vessel. This is the Midway effect.

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Quick Play Summary: Rule 5
Vessels with more than 25% damage may not launch or recover subordinate craft.
Subordinate craft launched in the turn do not move. Vessels with aircraft on deck or
launching craft from the hold when being shot at are extra vulnerable to having fires
breakout. Subordinate craft figures launched are added to the playing surface at this
time. Recovered subordinate craft are removed and stowed at this time.

Rule 6: DAMAGE CONTROL {New Rule}


Vessels roll to repair Special Damage and extinguish fires. The base chances of
repairing Special Damage are given on the Special Damage Table. The chances of
extinguishing fires are given in the section on Fires. The chances of a success are
modified by crew quality and the use to exhaustion of the vessels Damage Control
Capacity (DCC). No more than 1 DCC point may be used on a repair roll.
Hull damage points may not be repaired in the course of battle. If a vessels hull points
go below zero the vessel sinks. If a vessels hull points reach zero exactly, a special roll
is made to heave to and stem the influx of water and keep the ship afloat. The vessel
gets one roll of a D20 as a pseudo-morale check with only the modifier for 100%
damage. If the roll is successful the ship remains afloat. Subs at zero must surface.

DAMAGE CONTROL:
Each vessel has set Damage Control Capacity (DCC) based on the size of the crew
compliment. Note that fires are handled separately from damage.
Each ship has a basic per turn value to make repairs. The number shown for DCC on
the ship form is the number of times in one turn that the base crew quality modifier is
used to repair Special Damage. Repair of any special damage may be attempted once
per turn. Once the DCC is exhausted for the turn the die roll modifier is lowered by 1 for
every additional attempt in that turn. This means certain pirate vessels might begin with
a -1 modifier to the repair rolls. Damage repair rolls are NOT the same as the heave
to roll to save a ship at zero hull points. Special damage that can be repaired has a
repair roll on a D20 shown next to it on the Special Damage Table. Note that the loss of
life Special Damage reduces the DCC.

FIRES:
Fire does an extra 1D6+1 damage per subsequent turn. Crew quality modifier applies to
the D20 rolls for extinguishing the fire. Fires do special damage for 4 or more points of
damage from a single fire.
OILERS have a (7+) chance of a fire when hit without respect to special damage. Oilers
have a (20+) chance of putting out the fire the first turn. After that, oiler fires cannot be
put out.
AIRCRAFT CARRIERS with clear decks that take 3 or more points of missile or gunnery
damage in a turn have a (16+) chance of catching fire SEPARATE from special
damage. Carriers have a (17+) chance per turn to put a fire out. Crew quality modifiers
are applicable.
ALL COMBAT VESSELS with planes or helicopters on deck (i.e. has a L/R marker up
prior to step 5 of the sequence of play) that are hit have a (11+) chance of burning
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separate from special damage. Crew quality modifiers are applicable. Burning vessels
may not launch or recover aircraft. Vessels other than oilers or carriers that catch fire
due to the special damage table have a (14+) base chance to put out the fire per turn.
Crew quality modifiers are applicable.

CREW QUALITY:
The table below lists the crew base morale roll along with the modifiers for shooting
accuracy, damage control, special damage table rolls and initiative rolls.
CREW QUALITY TABLE
Rating
Morale Accuracy
GOOD
5+
+1
AVERAGE
7+
0
POOR
9+
-1

Damage Control Spl. Dmg. Mod. Init. Mod.


+1
+1
+1
0
0
0
-1
-1
-1

Sample Damage Control: From the previous example with the Slava we have the
following situation.
The Slava has lost two weapons mounts. Her crew is average and has a damage
control modifier of zero. Her DCC is 2. She elects to use both of her DCC to repair the
mounts. The repair chance is (15+) with no modifiers. A D20 is rolled twice with results
of 17 and 6. The first mount will be operational next turn.

SPECIAL DAMAGE:
SHIPS TAKE SPECIAL DAMAGE FOR EVERY 3 POINTS OF DAMAGE FROM A SINGLE MISSILE,
BOMB, TORPEDO, WEAPONS MOUNT, MAGAZINE HIT OR COLLISION/RAMMING. FIRE DAMAGE
(#13) CAUSES SPECIAL DAMAGE FOR EVERY 4 POINTS OF FIRE DAMAGE FROM A SINGLE FIRE
FOR THE CURRENT TURN. MULTIPLE FIRES AND MAGAZINE HITS ARE POSSIBLE.

Special Damage Table


Die Roll (2d10)
23
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20+

Result
Roll twice ignoring repeats of this one
Magazine/fuel hit, +1D6x10% damage*
For nuclear powered ships roll a 50/50 chance for
reactor damage. See note below
Rudder hit, random course (d12) each turn
Rudder hit, no change in course
Lose 2 Engine strength
Lose 1 Engine strength
Lose elec., Search radar/sonar out (50/50)
Lose 2 Weapon mounts
Lose 1 Weapon mount
Bridge hit, repeat last orders 2 turns
Loss of life, Lose 1 DCC
Ship on fire
Lose 1 T/ECM point, 50/50 T or E
Lose 2 T/ECM points, 50/50 T or E
Loss of life, Lose 2 DCC
Lose elec., Wpn dirs. out, ASW out
Lose 1 Weapon director
Lose 2 Weapon directors
No Effect

Repair (d20)
N/R
N/R
(15+)
(15+)
(13+)ea.
(13+)
(11+)
(15+)ea.
(15+)
N/R
N/R
see fire rules
(15+)
(15+)ea.
N/R
(11+)
(17+)
(17+)ea.

*Magazine hit: If the roll is a 6, the ship takes 60% of the value of its original undamaged hull points in
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damage. If the original number was 22 points the result would be 14 more points of damage (always
round up for this effect) plus 4 more special damage rolls. If reactor is damaged the vessel is dead in the
water with no propulsion or electrical power. This is not repairable (N/R). The vessel is out of the game.
Loss of Engine Strength of T/ECM points reduces the abilities of those systems proportionately to the
loss. Losing half the engines reduces speed ratings by half. Round down to the nearest half inch for
speed. Round down the defensive modifier of the T/ECM system.
If a gun is under local control it cannot be affected by a loss of its weapon director, if it ever had one.
If a gun normally aimed by a weapon controller loses its controller the crew may still fire the weapon
unless the ship form states otherwise. The accuracy for guns reverting to local control in this case is (16+)
against vessels, (19+) vs. missiles and strike aircraft and (17+) vs. ASW aircraft. Guns normally locally
controlled have different and often better chances to hit; practice time matters.
Collision & ramming damage: Roll the number of 6 sided dice equal to the size class of the vessel for
the damage done to the other vessel.

Quick Play Summary for Rule 6:


Hull damage may not be repaired. Only those Special Damage results with a repair
chance listed on the Special Damage Table and Fires can possibly be corrected. No
more than 1 DCC point may be used on a repair roll. Once the DCC points have been
used up for the turn all further attempts receive a cumulative negative modifier (i.e. -1,
then -2, then -3 and so on). If a vessel loses exactly 100% of her hull points a one time
saving throw is allowed. The saving throw is the crews base morale value modified only
by the 100% damage modifier. This saving throw is NOT a morale check due to lack of
other modifiers.

RULE 7: MORALE & RALLY CHECKS {NEW RULES}


A morale check is required when a vessel has lost 50% of its hull points, or is on fire, or
the first turn it is adrift, or receives fire and has no appropriate weapons to fight back.
(e.g. ASW for a surface battle or pirates versus an unarmed freighter). Morale checks
are required every time the vessel receives fresh damage after the 50% mark has been
reached. Rally checks are the same as morale checks and count as the morale check
for that turn. Only one Morale/Rally check per vessel per turn is allowed. If the d20 roll is
greater than or equal to the adjusted morale value the vessel passes its morale check.
The vessel rallies if a previous failure occurred. If the fresh damage changes the
modifiers, the changes to the modifiers take effect immediately.
Morale Modifiers
Damage
50- 60%
61- 80%
81- <100%
100%
Fire
T/ECM out
No wpns
TF cmd
Drifting

Modifier
0
-2
-4
-5
-4 for first fire, extra 2 for each additional fire
-1 (each)
-3 (ASW isnt for a surface battle and vice versa)
+2 (+3 for flag status, class 3 hull required)
-2

Failing by:
1-6 ship ceases offensive fire and maintains course and speed.
7-12 ship goes dead in the water; no offensive fire. (See all stop rules under Movement)
13+ causes the ship to withdraw from battle; no offensive fire. If the ship cannot move,
the crew abandons ship.
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Sample Morale Check: The Slava has taken just under 35% of her possible hull
damage. At this time, no morale check is needed. If the Slava had taken 50% or more of
her possible hull points then a morale check would be required. If the Slava had taken
66% of her hull points in damage then she would roll a die against her modified crew
morale rating. Her crew is average, so the base morale is 7+ on a D20. The modifier for
66% damage is a -2 so the net roll must be a 9+ to pass the test. The die is cast and the
result is a 2. The Slava fails by 7 and goes dead in the water with no offensive fire. (See
all stop rules under Movement)
Quick Play Summary for Rule 7:
Check morale for ships when they reach 50% damage or catch fire if less than 50%
damaged. If a ship is already over 50% damage, check morale whenever there is fresh
damage or a new fire. Do not round off percentage of damage calculations. If a ship is
currently under the effects of a morale failure, make a morale check to see if it rallies to
an improved morale state. Only one morale check per vessel per turn is permitted.

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APPENDIX: A Using and Reading the Ship Form
Ship Name:__Example______
Ship Class: O. H. Perry (FFG)
Damage Points

Functional Effects

Hull Pts.: 5
Engine Str.: 2
ECM Str.: 1
TCM Str.: 2

DCC: 1
Max. Spd.: 7/4
ECM mod.: -3
TCM mod.: -6

System Ratings

Crew:__(good/average/poor)_
Radar: A
Sonar: P

Damage Points: In the left hand column above is the number of hit points of for each of the systems
listed. Damage from successful attacks is counted against the Hull Points. Hull points may NOT be
repaired. Submarines will have their number of hull points when submerged in parentheses and their
surfaced value after it, outside of the parentheses.
The Engine, Electronic Counter-Measures (ECM) and Torpedo Counter-Measures (TCM) systems lose hit
points as a result of Special Damage occurring from a regular attack. Damage to the engine, ECM and
TCM can be repaired.
Functional Effects: In the center above are the game effects of certain systems as well as the Damage
Control Capacity (DCC). The number before the slash is the maximum movement speed. The number
after the slash is the maximum change of speed possible in one turn. Submarines will have their
maximum speed when submerged in parentheses and their maximum surface speed after it, out side the
parentheses and before the slash. On submarines there is a line for an EMP modifier when submerged.
The ECM modifier and TCM modifier is the modifier to the die roll when a missile (ECM) or torpedo (TCM)
is attack the vessel. The Value of the modifier is reduced proportionately to damage incurred to those
systems from the Special Damage Table.
System Ratings: The far right column contains the general rating of three key systems. The crew can be
considered a system since they have to work together and interface with the ship systems to make them
perform. The other systems are the radar and the sonar. The crew has three possible ratings: good,
average and poor. These are described further under Crew Quality.
The radar has three possible ratings: A, B and C. Class A radar has the longest range. Class B has less
range than class A, but more than class C which is the group with the shortest range.
The sonar has two possible ratings: Class A is sonar that uses active pinging to find submarines. It may
be used in a passive mode but it is not very effective. Class P is a purely passive system that is designed
for listening only.
Weapon Systems:
Wpn. Dir.
(2)
A or D

Mount(s)
(7)
(M)OTO 76mm (rof:1)
{no local control}
{360 deg. Field of Fire}
(F) Mk13 (rof:1)

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

1 ( 12+ ) 1/3D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
15 ( 7+ ) 1/6D6 [ -2 ]

9 Standard

1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
___________________________________________________________________________________________________
(PF) TT (rof:1)
3 Mk46 NEARTIP
2 turns @ 9 ( 7+) 1/2D6
ASW torps
or 3 turns @ 6
(SF) TT (rof:1)
3 Mk46 NEARTIP
ASW torps
___________________________________________________________________________________________________
D
Phalanx CIWS (rof:1)
1 burst
3 ( 13+ ) v msl & str A/C
( 7+ ) v other a/c
_________________________________________________________________________________________
(A) 2- SH - 60B Helo
1 Penguin ASM
4 ( 9+ ) 1/2D6 [ 0 ]
or 1 Mk46NEARTIP
2 turns @ 9 ( 7+) 1/2D6
ASW torp
or 3 turns @ 6

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

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APPENDIX: B Weapons Systems

SURFACE TO SURFACE MISSILES:


Type

Range

C-801/YJ-8
YJ-82/C-802
YJ-83/C-803
YJ-62/C-602
Gabriel
Harpoon
HY-2
MM38 Exocet
MM40 Exocet
Otomat
NETfire PAM
Penguin
Seakiller II
SSN-2B/C
SSN-3A/B
SSN-9
SSN-12
SSN-14*
SSN-15
SSN-19
SSN-22
SSN-25
SY-1A
Tomahawk
ARMAT
Hsiung Feng II
Hsiung Feng I

5
14
16
50
5'
17'
12'
6
9.5
25'
5
4'
3'
6'
60'
15'
70'
7
5'
60'
16'
17'
82
62'
16
22
5.5

Accy(d20)
9+
11+
7+
9+
7+
7+
11+
7+
7+
7+
7+
9+
9+
11+
7+
7+
7+
10+
Nuke
7+
7+
9+
9+
7+
6+
8+
9+

Damage

DP gun mod.

2/3D6
2/3D6
2/3D6
2D6
2/3D6
1D6
2D6+3
2/3D6
2/3D6
1D6
1/6D6
1/2D6
1/3D6
2D6+2
3D6+6
2D6+3
3D6+6
1/3D6
200kt, Submerged burst
3D6+6
2D6+3
1/2D6
2D6+3
2D6+2
2/3D6
2/3D6
2/3D6

0
-1
-2
0
-1
0
-1
-1
-1
-1
-2
0
0
0
-1
0
-2
0
-1
-2
-2
-1
0
0
-1
0
0

* when used as SSM only. The SSN-14 is an ASW weapon with limited SSM capabilities.

BULK DEFENSIVE FIRE AGAINST MISSILES TABLE:


Die Roll (2D6)
2
3-4
5-6
7
8-9
10-11
12

Number of Defensive Misses (round down)


0%
10%
25%
50%
75%
90%
100%

AIR TO AIR ORDNANCE:


Type
20/23/25mm
20/23/25mm (r)
30mm
30mm (r)
Sidewinder
Sparrow
Phoenix
AIM-120
AA-2
AA-8
AA-10
AA-11
R.550 Magic
PL-9
PL-11
R.530D

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Range
3
3
3
3
2.5
6
27
10
2
9
4
5
1
1.5
8
6

Accy(d20) Anti-Ship? Ship Dmg.


15+
12+
15+
12+
9+
12+
10+
10+
13+
9+
11+
10+
10+
9+
9+
10+

32

Y
Y
Y
Y
N
N
N
N
N
N
N
N
N
N
N
N

1/6D6
1/6D6
1/6D6
1/6D6
-

SURFACE BATTLE GROUP v3.0


SHIPS GUNS
These guns are capable of anti-aircraft fire and surface combat.
Type

Range

14.5 & 12.7mm (0.50 cal)


CIWS* [rotary](ALL)
20mm (single/twin)
25mm (single/twin)
30mm (twin)
35mm/90 OTO (twin)
37mm (single/twin)
40mm (single/twin)
40mm (quad)
57mm (single)
57mm (twin)
57mm (quad)
76mm OTO Melara
76mm (single)
76mm (twin)
85mm
100mm (single)
100mm (twin)
Auto100mm (single)
110mm
114mm (single)
114mm (twin)
5" (single) [127mm/25]
5" (single) [127mm/54]
5 (single/twin) [127mm/38]
Auto130mm/70 (twin)

3
1"
3
3
3
6
3
3
3
9"
9"
9"
1'
1'
1
1'
1.5
1.5
1.5'
2.0
1.75
1.75
1.25'
2.25'
1.75
2.5'

Dmg.(Hull pts.)

Accuracy(d20)

1/6D6
n/a
1/6D6
1/6D6
1/6D6
1/6D6
1/6D6
1/6D6
1/6D6
1/6D6
1/6D6
1/3D6
1/3D6
1/6D6
1/6D6
1/6D6
1/3D6
1/3D6
1/2D6
1/6D6
1/6D6
1/3D6
1/6D6
1/2D6
1/3D6
1D6+2

17+
13+
15+
16+
16+
16+
15+
15+
14+
17+
15+
15+
12+
15+
14+
15+
14+
14+
12+
12+
12+
11+
11+
11+
13+
12+

The following guns are not capable of anti-aircraft fire


6"/47(triple)
152mm/57 (triple)
8" (single)
8" (triple)
16" (triple)
16 (triple) Special

2.5'
2.5'
3.75'
3.75'
5'
min.15/max.125

2/3D6
2/3D6
1/2D6
1D6
3D6+6
2D6+1

14+
15+
16+
14+
15+
7+

See damage tables on p.122 for more details on the 16 special round.

*CIWS guns (i.e. Phalanx, etc.) have an accuracy of 13+ vs. strike A/C missiles,
7+ vs. ASW A/C.
All other dual purpose guns have a 19+ accuracy vs. strike A/C & missiles and
13+ vs. ASW A/C. Note that the crew quality modifier applies to ALL gunnery
whether automatically controlled or locally controlled.

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SURFACE TO AIR MISSILES:
Type

Range

Crotale
HQ-7
HQ-9
HQ-16
HQ-61B
NETfire PAM
Masurca
RIM-7M
SAN-1
SAN-2
SAN-3
SAN-4
SAN-6
SA-7
SAN-7
SAN-8
SAN-9
Seacat
Seadart
Seaslug
Sea Wolf
Sea Sparrow
Standard
Talos
Tartar
Terrier
Terrier BTN

Accy(d20)

1'
1.5
25
4
3
5
5'
3.5
4'
5'
7.5'
2'
12'
6
4'
1'
2'
1'
10'
6'
1
3
15'
16'
4'
6'
6

Anti-Ship?

9+
8+
9+
7+
9+
7+
9+
12+
15+
13+
11+
11+
7+
9+
7+
13+
7+
15+
11+
13+
7+
9+
7+
13+
11+
11+
Nuke

N
N
Y
Y
N
Y
N
Y
Y
Y
Y
Y
Y
N
Y
N
N
Y
Y
Y
N
Y
Y
Y
Y
Y
Y

Ship Dmg.

2/3D6
1/3D6
1/3D6
1/6D6
1/3D6
2/3D6
1/3D6
1/6D6
1/2D6
1/3D6
1/6D6
1/6D6
2/3D6
1/6D6
1/6D6
1/2D6
1/6D6
1/6D6
1kt

ASW WEAPONS
Type

Range

Accuracy

Damage

ASROC
5'
See Mk 50 torpedo
1/3d6
ASROC/Nuke
5
20kt, Submerged burst
Nuke
Depth Charge
1
20+
1D6
FRAS-1
6
200kt, Submerged burst
Nuke
Hedgehog
1
17+
1/3D6
Ikara
2'
13+
1/3D6
Mortars
3"
15+
1/3D6
RBU 1000
3
15+
1/3D6
RBU 1200
3
15+
1/3D6
RBU 2500
3
15+
1/3D6
RBU 3200
9
15+
1/3D6
RBU 6000
9
15+
1/3D6
SSN-14
7'
See E45-75A torpedo
SSN-15
5'
200kt, Submerged burst
Nuke
SSN-16
12'
See E45-75A torpedo
Weapon Alpha DC
1
18+
1D6+2
Mk10 Limbo DC launcher RoF:2, uses typical depth charges

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DP gun mod

n/a
n/a
-2
-2
n/a
-2
n/a
-2
-1
-2
-2
-2
-2
n/a
-2
n/a
n/a
0
-2
-1
n/a
-2
-2
-1
-1
-2
-2

SURFACE BATTLE GROUP v3.0


TORPEDOES
Type
A.244s
E45-75A
ET-80A
Mk8 (UK)
Mk14
Mk24(mod1)
Mk37
Mk 46
Mk 46 NEARTIP
Mk 48
Mk 48 ADCAP
Mk 50
SET-40
SET-65
Stingray
SST-4
Type53-56
Type53-68
Type 65
Type53-65
Yu-1
Yu-3
Yu-4
Yu-7
L4
L5
AEG SUT

Range
1 turns @ 10
2 turns @ 8
2 turns @ 10 or
3 turns @ 8
1 turn @ 9
1 turn @ 10
8 turns @ 6 or
3 turns @ 8
2 turns @ 6or
7 turns @ 4
2 turns @ 9
2 turns @ 9 or
3 turns @ 6
6 turns @ 10 or
3 turns @ 13
7 turns @ 10 or
3 turns @ 15
2 turns @ 13
2 turns @ 7
2 turns @ 8 or
6 turns @ 6
2 turns @ 11
2 turns @ 9 or
4 turns @ 8 or
6 turns @ 7
1 turn @ 15 or
3 turns @ 10
2 turns @ 12 or
4 turns @ 10
7 turns @ 12 or
20 turns @ 8
3 turns @ 10
1 turn @ 6
2 turns @ 10
2 turns @ 10
2 turns @ 12
2 turns @ 6
2 turns @ 6
2 turns @ 9

Accuracy

Damage

Function

10+
10+
9+

1/3D6
1/2D6
2D6

ASW only
ASW only
DP / wire

15+
15+
7+

2D6+1
1D6+2
2D6+1

Surface, non-home
Surface, non-home
DP / wire

9+

2D6+1

ASW only

8+
7+

1/3D6
1/3D6

ASW only
ASW only

7+

2D6

DP / wire

6+

2D6

DP / wire

7+
11+
9+

1/3D6
2/3D6
3D6

ASW only
ASW only
ASW only

7+
7+

1/3D6
2D6

ASW only
DP / wire

12+

2D6+1

Surface, non-homing

Nuke

20kt submerged

non-homing

9+

3D6+2

Wake, Surface only*

9+
12+
9+
9+
9+
9+
9+
8+

2D6+1
2D6+1
1D6 + 2
2D6+1
1/3D6
2/3D6
2/3D6
1D6+2

Wake, Surface only*


Surface, non-homing
ASW, self homing
Surface, self-homing
ASW torp
ASW, Self homing
DP, Self homing
DP, wire guided

Note: Dual Purpose torpedoes attack either surface or submerged targets. *Wake homing torpedoes acquire
targets after they are launched.

NUCLEAR WEAPONS
Submerged burst
Yield(kt)
15-20
200

Kill Radius
3
12

Damage radius
9
24

EMP radius
6
15

Surface or air burst


Yield(kt)
1
3
5
100
200
350
800

Kill Radius
1
1
2
6
6
9
9

Damage radius
2
3
4
9
12
15
18

EMP radius
3
5
7
14
19
24
28

Note: Everything within the kill radius is destroyed. Aircraft within the damage radius abort the mission.
Ships and subs within the damage radius take 1D6+1 of Special Damage rolls treating fires and magazine
hits as no effect. EMP pulses will disable any ship or aircraft on a roll of 11+

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AIR TO SURFACE WEAPONS
Type
Range
ALCM
125
AM39Exocet
10
ARM
15'
Armat
16
(Fr)AS.12
15
AS.30
1.5
AS-1
14'
AS-4
60
AS-6
60'
AS-7
2'
AS-10
1.5
AS-12
17
AS-14
5
B57 nuke
0
B61 nuke
0
BL755
0
Bullpup B
2'
FAB 250
0
FAB 500
0
FAB 750
0
FAB 1000
0
GBU-10
9
GBU-15
1
HARM
15'
Hellfire
1.5
LAU-69B
6
M. Pescador
1.25
Maverick
3'
Mk81 250#
0
Mk82 500#
0"
Mk117 750#
0
Mk83 1000#
0"
Mk84 2000#
0
Penguin
4'
Rockets
3
Rockeye
0
Belouga
0
Sparrow
8'
Sea Eagle
15
Sea Skua
2
UV-32-57
3
EU-2 bomb
0

Accuracy
7+
7+
9+
7+
12+
7+
9+
10+
9+
7+
7+
7+
7+
3 k / 9 d
9 k / 15 d
16+
9+
18+
18+
18+
18+
6+
6+
7+
4+
14+
12+
7+
18+
18+
18+
18+
18+
9+
7+
15+
15+
7+
9+
7+
7+
18+

Damage
DP gun mod.
2D6+3
0
2/3D6
-1
*1/2D6
-2
2/3D6
0
1/6D6
0
1D6+2
-1
3D6+6
0
3D6+6
-1
3D6+6
-2
1/2D6
0
1/2D6
0
2/3D6
-1
1D6+2
-1
20kt submerged
n/a
550kt non-submerged n/a
1D6
n/a
2D6+3
-2
1/2D6
n/a
1D6
n/a
2D6+1
n/a
2D6+3
n/a
2D6+2
n/a
3D6+2
n/a
*1/3D6
-2
1/6D6
-1
1/6D6
0
1/6D6
-2
1/2D6
-2
1/6D6
n/a
1/3D6
n/a
2/3D6
n/a
1D6
n/a
2D6+2
n/a
1/2D6
0
1/6D6
n/a
1/2D6
n/a
2/3D6
n/a
1/6D6
-2
1D6+2
0
1/6D6
0
1/6D6
n/a
1/2D6
n/a

Each damage point from ARM & HARM missiles has a 13+ chance of destroying ONE Radar
source (EACH ECM/Search/Weapon Director rolled separately)

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MISSILE LAUNCHER RATE OF FIRE PER TURN:
USA/UK/NATO

RUSSIA/CHINA

Mk5
Mk10
Mk11
Mk12
Mk13
Mk16 ASROC
Mk25 Sparrow
Mk26 ASROC
Mk29 Sparrow
Mk41 VLS
Mk44 ABL
Mk45 VLS
Mk141 VLS
Sea Dart
Sea Cat
Sea Slug
Sea Wolf
MM38

1
1
1
1
1
1
4
3
2
7
4
3
1
2
2
2
1
1

SAN-1
SAN-3
SAN-4
SAN-6
SAN-7
SAN-9
SAN-9 VLS
SSN-2
SSN-3
SSN-9
SSN-12
SSN-14
SSN-15
SSN-16
SSN-19
SSN-22
1PA-25A

1
1
1
3
1
1
4
1
1
1
2
1
1
1
2
1
1

APPENDIX: C- Other charts

Fractional Die Rolls


D6=

1/6D6=
1/3D6=
1/2D6=
2/3D6=

0
0
1
1

0
1
1
2

1
1
2
2

1
1
2
2

1
2
2
3

1
2
3
4

Changing speed: Based on Hull Points


US & UK/NATO
Other
1 10
19
11 35
10 30
36+
31+
All nations: Freighters, LSTs etc.
Pirate Speedboats
01
CREW QUALITY TABLE
Rating
Morale Accuracy
GOOD
5+
+1
AVERAGE
7+
0
POOR
9+
-1

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Speed Change
4 max.
3 max.
2 max.
2 max.
ANY

Size Class
1
2
3
2
0

Damage Control Spl. Dmg. Mod. Init. Mod.


+1
+1
+1
0
0
0
-1
-1
-1

37

SURFACE BATTLE GROUP v3.0


Morale Modifiers
Damage
50- 60%
61- 80%
81- <100%
100%
Fire
T/ECM out
No wpns
TF cmd
Drifting

Modifier
0
-2
-4
-5
-4 for first fire, extra 2 for each additional fire
-1 (each)
-3 (ASW isnt for a surface battle and vice versa)
+2 (+3 for flag status class 3 hull required)
-2

Failing by:
1-6 ship to ceases offensive fire; maintains course and speed.
7-12 ship to goes dead in the water; no offensive fire. (See all stop rules)
13+ ship to withdraws from battle; no offensive fire. If the ship cannot
move the crew abandons ship.

Initiative Modifiers for the Battle Group:


+1 for each good crew
-1 for each poor crew
-1 for each vessel on fire
+1 for each surface ship not located
+2 for each submerged sub not located
-1 for each ship with a morale failure in effect or dead in the water / adrift
-2 for each ship sunk or abandoned
-2 for not having a helo up when the other side does
+2 for having strike a/c unopposed by hostile a/c

Strike A/C Initiative modifiers:


+ the number of good aircrews
- the number of poor aircrews
+ the numerical advantage in strike aircraft to the more numerous side.
SEA STATE

DRIFT

Die Roll (2D6-2)

Dice to be rolled for drift

RESTRICTIONS

0,1,2,3
4,5,6
7
8
9
10

1/6D6
1/3D6
1/2D6
2/3D6
1D6
1D6+2

PHM & PTM cant fire, no hydrofoil, all gunnery is -1


As above but gunnery is now -2 to hit
NO COMBAT
NO COMBAT

Roll for the distance drifted each turn.

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SPECIAL DAMAGE:
SHIPS TAKE SPECIAL DAMAGE FOR EVERY 3 POINTS OF DAMAGE FROM A SINGLE MISSILE,
BOMB, TORPEDO, WEAPONS MOUNT, MAGAZINE HIT OR COLLISION/RAMMING. FIRE DAMAGE
(#13) CAUSES SPECIAL DAMAGE FOR EVERY 4 POINTS OF FIRE DAMAGE FROM A SINGLE FIRE
FOR THE CURRENT TURN. MULTIPLE FIRES AND MAGAZINE HITS ARE POSSIBLE.

Special Damage Table


Die Roll (2d10)
23
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20+

Result
Repair (d20)
Roll twice ignoring repeats of this one
N/R
Magazine/fuel hit, +1D6x10% damage*
N/R
For nuclear powered ships roll a 50/50 chance for
reactor damage.
Rudder hit, random course (d12) each turn
(15+)
Rudder hit, no change in course
(15+)
Lose 2 Engine strength
(13+)ea.
Lose 1 Engine strength
(13+)
Lose elec., Search radar/sonar out (50/50)
(11+)
Lose 2 Weapon mounts
(15+)ea.
Lose 1 Weapon mount
(15+)
Bridge hit, repeat last orders 2 turns
N/R
Loss of life, Lose 1 DCC
N/R
Ship on fire
see fire rules
Lose 1 T/ECM point, 50/50 T or E
(15+)
Lose 2 T/ECM points, 50/50 T or E
(15+)ea.
Loss of life, Lose 2 DCC
N/R
Lose elec., Wpn dirs. out, ASW out
(11+)
Lose 1 Weapon director
(17+)
Lose 2 Weapon directors
(17+)ea.
No Effect

*Magazine hit: If the roll is a 6, the ship takes 60% of the value of its original undamaged hull points in
damage. If the original number was 22 points the result would be 14 more points of damage (always
round up for this effect) plus 4 more special damage rolls. If reactor is damaged the vessel is dead in the
water with no propulsion or electrical power. This is not repairable (N/R). The vessel is out of the game.
Loss of Engine Strength of T/ECM points reduces the abilities of those systems proportionately to the
loss. Losing half the engines reduces speed ratings by half. Round down to the nearest half inch for
speed. Round down the defensive modifier of the T/ECM system.
If a gun is under local control It cannot be affected by a loss of its weapon director, if it ever had one.
If a gun normally aimed by a weapon controller loses its controller the crew may still fire the weapon
unless the ship form states otherwise. The accuracy for guns reverting to local control in this case is (17+)
against vessels, (19+) vs. missiles and strike aircraft and (18+) vs. ASW aircraft. Guns normally locally
controlled have different and often better chances to hit; crew practice time is why.
Collision & ramming damage: Roll the number of dice equal to the size class of the vessel for the
damage done to the other vessel.

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APPENDIX: D General Notes
I designed Surface Battle Group because I enjoyed books like The Hunt for Red
October and Flight of the Intruder and the subsequent movies. I searched in vain for a
set of rules that was not mired in needless detail or so oversimplified that decision
making and tactics were removed. The time scale and surface scale were chosen to fit
play on a ping-pong or billiard table, and to have the ships actually maneuver with
respect to each other.
In the process of developing these rules I played a good many naval rule sets from all
eras looking for the points in the game mechanics that gave the best feel of command.
Rules that are so detailed that the player is performing too many tasks several layers
below the level of command play too slow for my taste. The crews are supposed to
know their jobs and the high tech stuff should function transparently relative to the
commanders viewpoint.
I decided to scale down the ordnance and rates of fire by a factor of four to speed up
the conclusion of the game. After the early play tests, the 1 for 1 ammunition scale
didnt produce any significant results until one side ran the other out of missiles and
forced a gunnery duel. By limiting the ammunition I eliminated several turns of
inconclusive exchange of missile fire along with multitudes of die rolls. I biased the
rounding off of ammunition supply in favor of the offense simply to make offensive fire
more effective.
Unlike many 20th and 21st century naval games I wanted a randomized range of
damage inflicted by a hit rather than an absolute number. I just dont believe the results
of such a complex event are that easy to predict. As a result you roll dice for the amount
of damage you do to account for variation of hit location. Large damage rolls drive
special damage. Unique damage charts for each ship class are not needed.
The other thing I found lacking in modern era rules was the effect of crew quality. All of
the mechanical and electrical systems on board a ship need maintenance, preparation
and trained crews in order to function. A good crew will maintain its equipment better
and have more reliable, better calibrated and more accurate systems than a poor crew.
Also they will perform the damage control function with greater efficiency. Modifiers to
the die rolls reflect this opinion. Morale failures represent a crews lack of preparedness
and/or disbelief in their ability to cope with the problem rather than actual panic.
I wanted to focus on the cruisers, destroyers and frigates that operated away from the
carrier group as the title suggests. Submarines are very intense and exciting but the
physics involved in the detection and counter detection at various depths simply
overwhelms play. As such subs are simplified a great deal. ASW helicopters also have
been simplified. They all have one generic speed, one generic ECM value and one
generic fuel load.
The use of a 5-minute per turn time scale solved a couple of issues. It provided a large
enough increment of time to allow the ships to make more than trivial changes in
position. It reduced the amount of technical detail required for the air units. Air units will
have much more movement available than the ships. Only approximate air speeds are
needed in terms of positions marked on the playing surface. These rules were intended
to free the commanders from the game mechanics so they could focus on tactics.
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I decided on using an initiative system for offensive fire to drive the tactics and pace of
play. This is where the game is in these rules. The overall commander will have to
determine which ships will form the defensive umbrella and which ships will be the
offensive platforms. He/She will try to locally overload zones to deplete enemy SAMs
and get the SSMs through. He/She will maneuver the group into or away from gunnery
range as needed. To win, typically your side must be the first to inflict significant
damage to the enemy fleet. Enjoy yourselves and Good Luck!
General notes for v3.0
First let me thank the players of SBG for all of the questions and input. Version 3.0
contains much of what you asked about. Each rule section has been affected in some
way. Questions on stealth and detection for both subs and aircraft have been integrated
with an eye toward maintaining the proper feel without slowing down play. The new
defensive missile fire resolution system for large encounters also quickens play.
Note that I have not defined what a large engagement is in terms of this game. While
the number of vessels involved is obviously important to defining size, so is the skill
level and experience of the players. The GM will have to make that call.
After running SBG at conventions and at the homes of friends, Ive developed some
player favorite scenarios. Ive tried to include scenarios that involve specific rules to
highlight how to apply them in the game. The littoral combat situations required some
specific exceptions to some of the general rules along with a stretching of some laws of
physics. Enjoy!
COPYRIGHTS AND IMPORTANT STUFF LIKE THAT: First let me give credit where
credit is due. Christopher Jones did all of the terrific artwork on the thumbnail/cover as
well as the air units, ship and submarine counters; they are splendid.
I am claiming protection under provisions of international copyright law. Downloaded
copies have been made traceable.

Questions? Contact me via e-mail at 22moocrew@att.net


Tom Dziegielewski
March 7, 2010

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Ship Name:______________________
Ship Class: Albany (CG)
Hull Pts.: 25
Engine Str.: 2
ECM Str.: 1
TCM Str.: 0

DCC: 2
Max. Spd.: 8/3
ECM mod.: -3
TCM mod.: 0

Wpn. Dir.
(8)
A or D

Mount(s)
(8)
(P) Mk11 (rof:1)

A or D

(S) Mk11 (rof:1)

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

10 Std msls

15 ( 7+) 1/6D6 [ -2 ]

10 Std msls

A or D
A or D
__________________________________________________________________________________________________
A or D
(P) 5/38single (rof:1)
plenty
1.75 ( 13+ ) 1/3D6
A or D
(S) 5/38single (rof:1)
( 19+ ) v. msl. & str. A/C
( 13+ ) v. other A/C
__________________________________________________________________________________________________
(PB) TT (rof:1)
1 Mk46 ASW torp
2 turns @ 9 ( 8+) 1/3D6
(SB) TT (rof:1)
1 Mk46 ASW torp
__________________________________________________________________________________________________
A or D
(F) Mk12 launcher (rof:1)
12 Talos
16 ( 13+ ) 1/2D6 [ -1 ]

A or D
(A) Mk12 launcher (rof:1)
12 Talos

__________________________________________________________________________________________________
Helo pad aft; no hangar

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Ship Name:______________________
Ship Class: Arleigh Burke (DDG)
Hull Pts.: 12
Engine Str.: 2
ECM Str.: 2
TCM Str.: 1

Wpn. Dir.
(7)
A or D

A or D

DCC: 1
Crew:____________
Max. Spd.: 7.5/3
Radar: A
ECM mod.: -6 & Spl.
Sonar: P
TCM mod.: -3

Mount(s)
(9)
(F&A) Mk41 VLS (rof:7)

(F&A) Mk41 VLS (rof:7)

Load
9 Thawk,

4 Std

1 ASROC/Mk 50 ASW torp

Rng ( Acc ) Dmg [DP gun mod]


62 ( 7+ ) 2D6+2 [ 0 ]
15 ( 7+ ) 1/6D6 [ -2 ]
5 +2 turns @ 13 ( 7+ ) 1/3D6 [ n/a ]

5 Thawk
2 Std
1 ASROC/Mk 50 ASW torp

A or D
__________________________________________________________________________________________________
A
(PB&Q) Mk141(rof:1)
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
(SB&Q) Mk141(rof:1)
1 Harpoon
__________________________________________________________________________________________________
(PB) TT (rof:1)
1 Mk 46 NEARTIP ASW torp
2 turns @ 9 ( 7+) 1/3D6
3 turns @ 6
(SB) TT (rof:1)
1 Mk 46 NEARTIP ASW torp
__________________________________________________________________________________________________
A or D
(F) 5/54 single (rof:1)
plenty
2.25 ( 11+ ) 1/2D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. other A/C
__________________________________________________________________________________________________
D
(F) Phalanx CIWS (rof:1)
1 burst
1 ( 13+ ) v msl & str A/C
D
(A) Phalanx CIWS (rof:1)
1 burst
( 7+ ) v other a/c
__________________________________________________________________________________________________
Helo pad aft; no hangar; may re-arm & re-fuel helos

Stealth technology is worth an extra -1 for ECM and location

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Ship Name:______________________
Ship Class: Belknap (CG)
Hull Pts.: 12
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

Wpn. Dir.
(6)
A or D
A or D

DCC: 2
Max. Spd.: 8/3
ECM mod.: -6
TCM mod.: 0

Mount(s)
(9)
(F) Mk10 (rof:1)

Crew:____________
Radar: B
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

10 standard
15 ( 7+ ) 1/6D6 [ -2 ]

5 ASROC/MK50 5 +2 turns @ 13 ( 7+ ) 1/3D6 [ n/a


ASW torps
]_____________________________________________________________________
___________________________
A
(PB) Mk141 (rof:1)
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
1 - target
(SQ) Mk141 (rof:1)
1 Harpoon
___________________________________________________________________________________________________
(PB) TT (rof:1)
1 Mk 46 NEARTIP ASW torp
2 turns @ 9 ( 7+) 1/3D6
3 turns @ 6
(SB) TT (rof:1)
1 Mk 46 NEARTIP ASW torp
___________________________________________________________________________________________________
D
(P) Phalanx
1 burst
1 ( 13+ ) v msl & str A/C
D
(S) Phalanx
1 burst
( 7+ ) v other a/c
_________________________________________________________________________________________
A or D
(A) 5/54 single
plenty
2.25 ( 11+ ) 1/2D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. other A/C
_________________________________________________________________________________________
1* - SH-2F helo
1 Mk 46 NEARTIP torp
2 turns @ 9 ( 7+) 1/3D6
3 turns @ 6
*except on Belknap which has a pad only

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

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Ship Name:______________________
Ship Class: Boston (CG)
Hull Pts.: 25
Engine Str.: 3
ECM Str.: 1
TCM Str.: 0

Wpn. Dir.
(6)
A or D
A or D

DCC: 3
Max. Spd.: 8/2
ECM mod.: -3
TCM mod.: 0

Mount(s)
(13)
(A) Mk5 lnchr (rof:1)
(A) Mk5 lnchr (rof:1)

Crew:____________
Radar: A
Sonar: none

Load

Rng ( Acc ) Dmg [DP gun mod]

18 Terrier
6 ( 11+ ) 1/6D6 [ -2 ]

__________________________________________________________________________________________________
A
(F) 8 triple (rof:1)
plenty
3.75 ( 14+ ) 1D6
(F) 8 triple (rof:1)
__________________________________________________________________________________________________
A or D
(F) 5/38 twin (rof:1)
plenty
1.75 ( 13+ ) 1/3D6
(P+PB) 5/38 twin (rof:1)
( 19+ ) v. msl. & str. A/C
(P+PQ) 5/38 twin (rof:1)
( 13+ ) v. other A/C
(S+SB) 5/38 twin (rof:1)
(S+SQ) 5/38 twin (rof:1)

__________________________________________________________________________________________________
A or D
(P) 76mm twin (rof:1)
plenty
1 ( 14+ ) 1/6D6
(P) 76mm twin (rof:1)
( 19+ ) v. msl. & str. A/C
( 13+ ) v. other A/C
A or D
(S) 76mm twin (rof:1)
(S) 76mm twin (rof:1)

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Ship Name:______________________
Ship Class: California (CG)
Hull Pts.: 16
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0
Wpn. Dir.
(9)
A or D

DCC: 2
Max. Spd.: 8.5/3
ECM mod.: -6
TCM mod.: 0

Mount(s)
(13)
(F) 5/54 single (rof:1)
(A) 5/54 single (rof:1)

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty
plenty

2.25 ( 11+ ) 1/2D6


( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
Mk16 (rof:1)
2 ASROC/Mk 50
5 +2 turns @ 12 ( 7+ ) 1/3D6
ASW torps
_______________________________________________________________________________________
(P) TT (rof:1)
1 Mk 46 NEARTIP ASW torp
2 turns @ 9 ( 7+) 1/3D6
3 turns @ 6
(S) TT (rof:1)
1 Mk 46 NEARTIP ASW torp
_______________________________________________________________________________________
A
(P) Mk141(rof:1)
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
1 - target
(S) Mk141(rof:1)
1 Harpoon
_______________________________________________________________________________________
D
(P) Phalanx CIWS
1 burst
1 ( 13+ ) v msl & str A/C
D
(S) Phalanx CIWS
1 burst
( 7+ ) v ASW A/C
_______________________________________________________________________________________
A/D
(F) Mk13 (rof:1)
10 Standard
15 ( 7+ ) 1/6D6 [ -2 ]

A/D
(A) Mk13 (rof:1)
10 Standard
A/D

A/D
{ these Wpn. Dirs. may also direct the 5 guns}
_________________________________________________________________________________________________
A
(P) Mk44ABL (rof:1)
1 Tomahawk
62 ( 7+ ) 2D6+2 [ 0 ]
(S) Mk44ABL (rof:1)
1 Tomahawk
_______________________________________________________________________________________
Helo Pad, may re-arm and refuel a helo, no hangar

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Ship Name:______________________
Ship Class: Charles F. Adams (DDG)
Hull Pts.: 6
Engine Str.: 2
ECM Str.: 2
TCM Str.: 1

Wpn. Dir.
(5)
A

DCC: 1
Max. Spd.: 7.5/3
ECM mod.: -6
TCM mod.: -3

Mount(s)
(6)
(M) Mk16 (rof:1)

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

2 ASROC/Mk50
5 +2 turns @ 12 ( 7+ ) 1/3D6 [ n/a ]
ASW torps
__________________________________________________________________________________________________
A or D
(A) Mk11(rof:1)
2 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
A or D
9 Standard
15 ( 7+ ) 1/6D6 [ -2 ]

__________________________________________________________________________________________________
(PB) TT (rof:1)
1 Mk 46 NEARTIP ASW torp 2 turns @ 9 ( 7+) 1/3D6
3 turns @ 6
(SB) TT (rof:1)
1 Mk 46 NEARTIP ASW torp
________________________________________________________________________________________
A or D
(F) 5/54 single (rof:1)
plenty
2.25 ( 11+ ) 1/2D6
A or D
(A) 5/54 single (rof:1)
plenty
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
________________________________________________________________________________________
Helo pad aft; no hangar, may re-arm helos

12/22/2010

johnny okane (order #7051525)

47

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Des Moines (CA)
Hull Pts.: 31
Engine Str.: 3
ECM Str.: 1
TCM Str.: 0

DCC: 4
Max. Spd.: 8/3
ECM mod.: -3
TCM mod.: 0

Crew:____________
Radar: A
Sonar: none

Wpn. Dir.
(12)
A or D

Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(19)
(F) 5/38 twin (rof:1)

plenty
1.75 ( 13+ ) 1/3D6
(P) 5/38 twin (rof:1)

( 19+ ) v. msl. & str. A/C


(S) 5/38 twin (rof:1)
( 13+ ) v. ASW A/C

A or D
(A) 5/38 twin (rof:1)

(P) 5/38 twin (rof:1)

(S) 5/38 twin (rof:1)

__________________________________________________________________________________________________
A or D
(P) 76mm twin (rof:1)
plenty
1 ( 14+ ) 1/6D6
(P) 76mm twin (rof:1)
( 19+ ) v. msl. & str. A/C
A or D
(P) 76mm twin (rof:1)
( 13+ ) v. ASW A/C
(P) 76mm twin (rof:1)
A or D
(S) 76mm twin (rof:1)
(S) 76mm twin (rof:1)
A or D
(S) 76mm twin (rof:1)
(S) 76mm twin (rof:1)
_________________________________________________________________________________________________
A or D
(F) 76mm twin (rof:1)
plenty
1 ( 14+ ) 1/6D6
A or D
(A) 76mm twin (rof:1)
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
A or D
A or D
__________________________________________________________________________________________________
A
(F) 8 triple (rof:1)
plenty
3.75 ( 14+ ) 1D6
(F) 8 triple (rof:1)
A
(A) 8 triple (rof:1)
__________________________________________________________________________________________________
Helo pad aft

12/22/2010

johnny okane (order #7051525)

48

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Freedom(LCS-1)
Hull Pts.: 4
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 1
Max. Spd.: 11/4
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [ DP gun mod ]
(4)
(9)
A or D
(P) PAM Mk47 (rof:3)
3 NETfire PAM
5 ( 7+) 1/3D6 [-2]
__________________________________________________________________________________________________
A or D
(F) 110mm single (rof:1)
plenty
2 ( 12+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
(local control)
(P) 0.50 cal MG (rof:1)
plenty
3 ( 17+) 1/6D6
(S) 0.50 cal MG (rof:1)
( 18+) v. msl & str A/C
( 17+ ) v. other. A/C
________________________________________________________________________________________
A
(P) Torp Tube (rof:1)
2MK50 ASW torps
2 turns @ 13 ( 7+) 1/3D6
A
(S) Torp Tube (rof:1)
2MK50 ASW torps
__________________________________________________________________________________________________
2 SH-60R/S helo
1 Mk 50 ASW torp
2 turns @ 13 ( 7+) 1/3D6
1 - MQ-8 UAV helo

1 Hellfire Missile

1.5 ( 4+) 1/6D6 [ -1 ]

ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5 feet/turn.
Dipping sonar can only be used when the helicopter is stationary. Helos have 24 turns of fuel. The MQ-8
has the same movement and endurance as the ASW helicopter. The MQ-8 has the same movement,
ECM value and endurance as the ASW helicopter. The MQ-8 can also visually spot: 9+@ 10 and 5+@ 2

12/22/2010

johnny okane (order #7051525)

49

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Independence(LCS-2)
Hull Pts.: 4
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 1
Max. Spd.: 11/4
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [ DP gun mod ]
(2)
(9)
A or D
(P) PAM Mk47 (rof:3)
3 NETfire PAM
5 ( 7+) 1/6D6 [ -2 ]
__________________________________________________________________________________________________
A or D
(F) 110mm single (rof:1)
plenty
2 ( 12+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
(local control)
(PF) 0.50 cal MG (rof:1)
plenty
3 ( 17+) 1/6D6
(SF) 0.50 cal MG (rof:1)
( 19+) v. msl & str A/C
(PA) 0.50 cal MG (rof:1)
( 17+ ) v. other A/C
(SA) 0.50 cal MG (rof:1)
__________________________________________________________________________________________________
2 SH-60R/S helo
1 Mk 46 NEARTIP ASW torp 2 turns @ 9 ( 7+) 1/3D6
or 3 turns @ 6
1 - MQ-8 UAV helo

1 Hellfire Missile

1.5 ( 4+) 1/6D6 [ -1 ]

ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5 feet/turn.
Dipping sonar can only be used when the helicopter is stationary. Helos have 24 turns of fuel. The MQ-8
has the same movement, ECM value and endurance as the ASW helicopter. The MQ-8 can also visually
spot: 9+@ 10 and 5+@ 2
The Tri-maran hull is more maneuverable at speed and has different turning costs. Turns of 60 degrees
or less are free. Turns of >60 degrees but <150 degrees cost 25% of the marked speed. Turns of 150
degrees or more cost 50% of the marked speed.

12/22/2010

johnny okane (order #7051525)

50

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: I - Los Angeles (SSN)
Hull Pts.:(1)4
DCC: 1
Crew: Good
Engine Str.: 1
Max. Spd.:(8)4/2 Radar: B
ECM Str.: 0
ECM mod.: 0
Sonar: P
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -7
Wpn. Dir.
(1)

Mount(s)
(3)
P&S/B)TT(rof:2)

Load

Rng ( Acc ) Dmg [DP gun mod]

4 Mk 48 torps
ADCAP

7 turns @ 10 ( 6+ ) 2D6 DP/wire


3 turns @ 15

1 Tomahawk
62 ( 7+ ) 2D6+2 [ 0 ]
2 Harpoon
17 (7+ ) 1D6 [ 0 ]
______________________________________________________________________________________________________
A
Mk45 VLS (rof:3)
3 Tomahawk
62 ( 7+ ) 2D6+2 [ 0 ]

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

12/22/2010

johnny okane (order #7051525)

51

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Iowa (BB)
Hull Pts.: 84
Engine Str.: 4
ECM Str.: 2
TCM Str.: none

DCC: 4
Max. Spd.: 8/2
ECM mod.: -6
TCM mod.: none

Crew:____________
Radar: A
Sonar: none

Wpn. Dir.
(12)
A

Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(29)
(F) 16 triple (rof:1) 30 shots

5 ( 15+ ) 3D6+6

A
(F) 16 triple (rof:1) 30 shots

(A) 16 triple (rof:1) 30 shots

________________________________________________________________________________________________________
A or D
(PF) 5/38 twin (rof:1)
plenty
1.75 ( 13+ ) 1/3D6
A or D
(SF) 5/38 twin (rof:1)
plenty
A or D
(PM) 5/38 twin (rof:1)
plenty
A or D
(SM) 5/38 twin (rof:1)
plenty
(PA) 5/38 twin (rof:1)
plenty
(SA) 5/38 twin (rof:1)
plenty
______________________________________________________________________________________________
D
(PF) Phalanx CIWS (rof:1)
1 burst
1 ( 13+ ) v msl & str A/C
D
(SF) Phalanx CIWS (rof:1)
1 burst

( 7+ ) v other A/C
D
(PA) Phalanx CIWS (rof:1)
1 burst
D
(SA) Phalanx CIWS (rof:1)
1 burst
______________________________________________________________________________________________
A
(M) Mk44ABL (rof:1)
1 Tomahawk
62 ( 7+ ) 2D6+2 [ 0 ]
1-target
(M) Mk44ABL (rof:1)
1 Tomahawk
4 - shots max
(M) Mk44ABL (rof:1)
1 Tomahawk
per turn
(M) Mk44ABL (rof:1)
1 Tomahawk
(M) Mk44ABL (rof:1)
1 Tomahawk
(M) Mk44ABL (rof:1)
1 Tomahawk
(M) Mk44ABL (rof:1)
1 Tomahawk
(M) Mk44ABL (rof:1)
1 Tomahawk
______________________________________________________________________________________________
A
(P) Mk141Harpoon (rof:1)
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
1 - target
(P) Mk141Harpoon (rof:1)
1 Harpoon
2 shots max
(S) Mk141Harpoon (rof:1)
1 Harpoon
per turn
(S) Mk141Harpoon (rof:1)
1 Harpoon
______________________________________________________________________________________________
(A) 4-SH - 60B Helo
1 Mk46 NEARTIP (each/any helo)
2 turns @ 9 (7+) 1/3D6
or 3 turns @ 6 ASW torp
OR 1 Penguin ASM (each/any helo)
4 ( 9+ ) 1/2D6 [ 0
______________________________________________________________________________________________
Aft 16 triple mount will destroy any helos left on deck if fired

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

12/22/2010

johnny okane (order #7051525)

52

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: I - Spruance (DD)
Hull Pts.: 11
Engine Str.: 2
ECM Str.: 2
TCM Str.: 2

Wpn. Dir.
(6)
A

DCC: 1
Max. Spd.: 8/3
ECM mod.: -6
TCM mod.: -6

Mount(s)
(12)
(F&A) Mk41VLS (rof:7)

Crew:___________
Radar: A
Sonar: P

Load

Rng ( Acc) Dmg [DP gun mod]

13-Tomahawk

62 ( 7+ ) 2D6+2 [ 0 ]

2-ASROC/MK50
5 +2 turns @ 13 ( 7+ ) 1/3D6 [ n/a ]
ASW torps
_______________________________________________________________________________________________________
A or D
Mk29 Launcher (rof:4)
2-RIM-7M

3.5 ( 12+ ) 1/6D6 [ -2 ]


_______________________________________________________________________________________________________
(P) TT (rof:1)
3 Mk46 NEARTIP torps 2 turns @ 9 ( 7+ ) 1/3D6
or
3 turns @ 6 ASW
(S) TT (rof:1)
3 Mk46 NEARTIP torps
_______________________________________________________________________________________________________
A
(P) Mk141 (rof:1)
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
1 - target
(S) Mk141 (rof:1)
1 Harpoon
_______________________________________________________________________________________________________
A or D
(F) 5/54 single (rof:1)
plenty
2.25 ( 11+ ) 1/2D6
(A) 5/54 single (rof:1)
plenty
( 19+ ) v msl & str A/C
( 13+ ) v other A/C
_____________________________________________________________________________________________
D
(P) Phalanx CIWS (rof:1)
1 burst
1 ( 13+ ) v msl & str A/C
D
(S) Phalanx CIWS (rof:1)
1 burst
( 7+ ) v ASW A/C
_____________________________________________________________________________________________
(A) 2-SH - 60B Helo
1 Mk46 NEARTIP ASW torp 2 turns @ 9 ( 7+ ) 1/3D6
or 3 turns @ 6
OR 1 Penguin ASM

4 ( 9+ ) 1/2D6 [ 0 ]

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

12/22/2010

johnny okane (order #7051525)

53

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Knox (FF)
Hull Pts.: 6
Engine Str.: 1
ECM Str.: 1
TCM Str.: 2

Wpn. Dir.
(4)
A or D

DCC: 1
Max. Spd.: 7/4
ECM mod.: -3
TCM mod.: -6

Mount(s)
(8)
(F) 5 /54single (rof:1)

Crew:____________
Radar: B
Sonar: P

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

2.25 ( 11+ ) 1/2D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
_________________________________________________________________________________________
D
(A) Phalanx CIWS
1 burst
1 ( 13+ ) v msl & str A/C
( 7+ ) v other a/c
_________________________________________________________________________________________
(P) TT (rof:1)
1 Mk 46 NEARTIP ASW torp 2 turns@ 9 ( 7+) 1/3D6
or 3 turns@6
(S) TT (rof:1)
1 Mk 46 NEARTIP ASW torp
_________________________________________________________________________________________
A
(P) Mk141 (rof:1)
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
1 - target
(S) Mk141 (rof:1)
1 Harpoon
_________________________________________________________________________________________
A
(F) Mk16 (rof:1)
4 ASROC
5 +2 turns @ 13 ( 7+ ) 1/3D6 [ n/a ]
/Mk 50 ASW torps
_________________________________________________________________________________________
(A) SH - 2F Helo
1 Mk 46 NEARTIP ASW torp 2 turns @ 9 ( 7+) 1/3D6
or 3 turns @ 6

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

12/22/2010

johnny okane (order #7051525)

54

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: O. H. Perry (FFG)
Hull Pts.: 5
Engine Str.: 1
ECM Str.: 1
TCM Str.: 2
Wpn. Dir.
(2)
A or D

DCC: 1
Max. Spd.: 7/4
ECM mod.: -3
TCM mod.: -6

Mount(s)
(7)
(M)OTO 76mm (rof:1)
{no local control}
{360 deg. Field of Fire}

Crew:____________
Radar: A
Sonar: P

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

1 ( 12+ ) 1/3D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C

(F) Mk13 (rof:1)

9 Standard
15 ( 7+ ) 1/6D6 [ -2 ]

1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
___________________________________________________________________________________________________
(PF) TT (rof:1)
3 Mk46 NEARTIP ASW torps 2 turns @ 9 ( 7+) 1/3D6
or 3 turns @ 6
(SF) TT (rof:1)
3 Mk46 NEARTIP ASW torps
___________________________________________________________________________________________________
D
Phalanx CIWS (rof:1)
1 burst
1 ( 13+ ) v msl & str A/C
( 7+ ) v other a/c
_________________________________________________________________________________________
(A) 2 SH - 60B Helo
1 Mk46 NEARTIP torp
2 turns @ 9 ( 7+) 1/3D6
for each/either helo
or 3 turns @ 6
or 1 Penguin ASM
for each/either helo

4 ( 9+ ) 1/2D6 [ 0 ]

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

12/22/2010

johnny okane (order #7051525)

55

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Pegasus (PHM)
Hull Pts.: 1
Engine Str.: 1
ECM Str.: 0
TCM Str.: 0

DCC: 1
Max. Spd.: 12/4
ECM mod.: 0
TCM mod.: 0

Crew:____________
Radar: B
Sonar: none

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(2)
(3)
A
Mk141 Harpoon (rof:1)
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
1 - target
Mk141 Harpoon (rof:1)
1 Harpoon
___________________________________________________________________________________
A or D
(F) 76mm (rof:1)
plenty
1 ( 15+ ) 1/6D6
( 19+ ) v. msl. & str. a/c
( 13+ ) v. other a/c

12/22/2010

johnny okane (order #7051525)

56

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Sea Wolf (SSN)
Hull Pts.:(1)4
DCC: 1
Crew: Good
Engine Str.: 1
Max. Spd.:(7)5/2 Radar: B
ECM Str.: 0
ECM mod.: 0
Sonar: P
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -6
Wpn. Dir.
(1)
A

Mount(s)
(1)
P&S/B)TT(rof:2)

Load

Rng ( Acc ) Dmg [DP gun mod]

9 Mk 48 torps
ADCAP

7 turns @ 10 ( 6+ ) 2D6 DP/wire


3 turns @ 15

2 Tomahawk
2 Harpoon

62 ( 7+ ) 2D6+2 [ 0 ]
17 (7+ ) 1D6 [ 0 ]

Extra extra quiet design. Attempts to locate by type P sonar get an additional -2 modifier. Exceptional targeting sonar grants a +1
modifier when firing torpedoes. Anti-cavitation design means that there is no detection modifier up to a speed of 5 inches per turn. At
speeds of over 5 inches per turn gives a bonus to the searching platform of +1.

12/22/2010

johnny okane (order #7051525)

57

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Tarawa (LHA)
Hull Pts.: 39
Engine Str.: 2
ECM Str.: 2
TCM Str.: 2
Wpn. Dir.
(3)
A or D

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

Mount(s)
(12)
(PB) 5/54 single (rof:1)
(SB) 5/54 single (rof:1)

Crew:___________
Radar: A
Sonar: none

Load

Rng ( Acc) Dmg [DP gun mod]

plenty
plenty

2.25 ( 11+ ) 1/3D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
________________________________________________________________________________________
Local
(P) 20mm single (rof:1)
plenty
3 ( 15+ ) 1/6D6
(P) 20mm single (rof:1)
( 19+ ) v. msl. & str. A/C
(P) 20mm single (rof:1)
( 13+ ) v. ASW A/C

(S) 20mm single (rof:1)


plenty
(S) 20mm single (rof:1)
(S) 20mm single (rof:1)
________________________________________________________________________________________
D
(P) Phalanx CIWS (rof:1)
1 burst
1 ( 13+ ) v msl & str A/C
D
(S) Phalanx CIWS (rof:1)
1 burst
( 7+ ) v ASW A/C
________________________________________________________________________________________
19 - CH-53D Helos or
26 - CH-46D/E Helos or
1 - Harrier AV-8B if 4 helos are removed
AIM-9L, AMRAAM, Mk82-500#
bombs, 25mm rotary,
GBU-10 , Maverick (see aircraft forms)
________________________________________________________________________________________

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

12/22/2010

johnny okane (order #7051525)

58

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Ticonderoga (CG) {penant 52 and onward}
Hull Pts.:13
Engine Str.: 2
ECM Str.: 2
TCM Str.: 1
Wpn. Dir.
(8)
A or D
A or D

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

Mount(s)
(12)
(F) Mk41VLS (rof:7)

Crew:____________
Radar: A
Sonar: P

Load

Rng ( Acc ) Dmg [DP gun mod]

15 Standard
15 ( 7+ ) 1/6D6 [ -2 ]

A or D
(A) Mk41VLS (rof:7)
15 Standard
A or D

_________________________________________________________________________________________________________
A or D
(F)5/54 single (rof:1)
plenty
2.25 ( 11+ ) 1/2D6
(A)5/54 single (rof:1)
plenty
( 19+ ) v. msl. & str. a/c
( 13+ ) v. other a/c
_________________________________________________________________________________________________________
D
(P) Phalanx CIWS
1 burst
1 ( 13+ ) v msl & str a/c
D
(S) Phalanx CIWS
1 burst
( 7+ ) v other a/c
_________________________________________________________________________________________________________
(P)TT (rof:1)
3 Mk46 NEARTIP torps
2 turns @ 9 ( 7+) 1/3D6
ASW {1 turn to reload}
or 3 turns @ 6
(S)TT (rof:1)

3 Mk46 NEARTIP torps


ASW {1 turn to reload}
_________________________________________________________________________________________________________
A
(P) Mk141 Harpoon
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
(S) Mk141 Harpoon
1 Harpoon
_________________________________________________________________________________________________________
(A) 2-SH-2F Helos
1 Mk46 NEARTIP ASW torp 2 turns @ 9 ( 7+) 1/3D6
or 3 turns @ 6

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

12/22/2010

johnny okane (order #7051525)

59

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Truxtun (CGN)
Hull Pts.: 16
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 1
Max. Spd.: 7.5/3
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(6)
(9)
A or D
(F) 5/54 single (rof:1)
plenty
2.25 ( 11+ ) 1/2D6
__________________________________________________________________________________________________
A
(PB) Mk141(rof:1)
1 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
1 - target
(SQ) Mk141(rof:1)
1 Harpoon
__________________________________________________________________________________________________
(PB) TT (rof:1)
1 Mk46 ASW torp
2 turns @ 9 ( 7+) 1/3D6
(SB) TT (rof:1)
1 Mk46 ASW torp
__________________________________________________________________________________________________
A or D
(A) MK10 (rof:1)
10 Std msl
15 ( 7+ ) 1/6D6 [ -2 ]
A or D

5 ASROC
5 +2 turns @ 13 ( 7+ ) 1/3D6 [ n/a ]
/Mk 50 ASWtorps
__________________________________________________________________________________________________
D
(PB+P) Phalanx CIWS (rof:1)
1 burst
1 ( 13+ ) v msl & str A/C
D
(SB+S) Phalanx CIWS (rof:1)
1 burst
( 7+ ) v other a/c
__________________________________________________________________________________________________
(A) SH-2 Helo
1Mk46 NEARTIP
2 turns @ 9 ( 7+) 1/3D6
ASW torp
or 3 turns @ 6

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

12/22/2010

johnny okane (order #7051525)

60

SURFACE BATTLE GROUP v3.0


Ship Name:_________________
Ship Class: Amazon-Type21 (FFG) U.K.
Hull Pts.: 6
Engine Str.: 1
ECM Str.: 2
TCM Str.: 1
Wpn. Dir.
(2)
A or D

DCC: 1
Max. Spd.: 7.5/4
ECM mod.: -6
TCM mod.: -3

Mount(s)
(7)
(F) 114 single

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

1.75 ( 12+ ) 1/6D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
_______________________________________________________________________________________
Local
(P) 20mm single
plenty
3 ( 15+ ) 1/6D6
Local
(S) 20mm single
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
A or D
(A) Seacat Launcher (rof:2) 5 Sea Cat msls
1 ( 15+ ) 1/6D6 [ 0 ]

_______________________________________________________________________________________
(PB/SB) TT (rof:1)
1 Stingray ASW torp
2 turns @ 11 ( 7+ ) 1/3D6
_______________________________________________________________________________________
A
(B) MM38 Exocet lnchr (rof:1) 1 MM38 msl
6 ( 7+ ) 2/3D6 [ -1 ]
_______________________________________________________________________________________
(A) 1 Lynx helo
1 Stingray ASW torp
2 turns @ 11 ( 7+ ) 1/3D6

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

12/22/2010

johnny okane (order #7051525)

61

SURFACE BATTLE GROUP v3.0


Ship Name:__________
Ship Class: Sir Bedivere (LST) U.K.
Hull Pts.: 6
Engine Str.: 1
ECM Str.: 0
TCM Str.: 0
Wpn. Dir.
(0)
Local

DCC: 1
Crew:____________
Max. Spd.: 4/4
Radar: B
ECM mod.: 0
Sonar: none
TCM mod.: 0

Mount(s)
(2)
(P) 40mm single
(S) 40mm single

Load

Rng ( Acc ) Dmg [DP gun mod]

3 ( 15+ ) 1/6D6
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
___________________________________________________________________________________________
(A) Helo pad, no hanger

12/22/2010

johnny okane (order #7051525)

plenty

62

SURFACE BATTLE GROUP v3.0


Ship Name:__________
Ship Class: Bristol (DDG) U.K.
Hull Pts.: 11
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 1
Max. Spd.: 7/3
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: P

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(3)
(9)
A or D
(F) Sea Dart Lnchr (rof:1)
Sea Dart msl
10 ( 11+ ) 1/6D6 [ -2 ]
_______________________________________________________________________________________
A or D
(F) 114mm single(rof:1)
plenty
1.75 ( 12+ ) 1/6D6
( 19+ ) v msl & str a/c
( 13+ ) v. ASW A/C
_______________________________________________________________________________________
Local
(P) 20mm single(rof:1)
plenty
3 ( 15+ ) 1/6D6
(P) 20mm single(rof:1)
( 19+ ) v msl & str a/c
(S) 20mm single(rof:1)
( 13+ ) v other a/c
(S) 20mm single(rof:1)
(P) 30mm twin(rof:1)
(S) 30mm twin(rof:1)

3 ( 16+ ) 1/6D6
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
A
(A) MK10 Limbo DC(rof:2)
DC Salvoes
1 ( 19+ ) 2/3D6

12/22/2010

johnny okane (order #7051525)

plenty

63

SURFACE BATTLE GROUP v3.0


Ship Name:__________
Ship Class: Broadsword (FFG) U.K. {Type 22, Batch 1}
Hull Pts.: 6
Engine Str.: 1
ECM Str.: 2
TCM Str.: 0

DCC: 1
Max. Spd.: 7.5/4
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(2)
(8)
D
(F) Sea Wolf Lnchr (rof:1)
Sea Wolf msl
1 ( 7+ ) kill a/c [n/a]
_______________________________________________________________________________________
Local
(P) 20mm single
plenty
3 ( 15+ ) 1/6D6
(S) 20mm single
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
(P) 30mm twin(rof:1)
(S) 30mm twin(rof:1)

plenty

3 ( 16+ ) 1/6D6
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
A
(B) MM38 Exocet(rof:2)
1 missile
6 ( 7+ ) 2/3D6 [ -1 ]
_______________________________________________________________________________________
(A) 324mm TT (rof:1)
Stingray ASW torp
2 turns @ 11 ( 7+ ) 1/3D6
_______________________________________________________________________________________
(A) 1 Lynx helo
1 Stingray ASW torp
2 turns @ 11 ( 7+ ) 1/3D6
or 1 Sea Skua msl

2 ( 7+ ) 1/6D6 [ 0 ]

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

12/22/2010

johnny okane (order #7051525)

64

SURFACE BATTLE GROUP v3.0


Ship Name:__________
Ship Class: Churchill (SSN) U.K.
Hull Pts.: (1)4
DCC: 1
Crew:____________
Engine Str.: 1
Max. Spd.: (7)4/4 Radar: A
ECM Str.: 0
ECM mod.: 0
Sonar: A
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -6
Wpn. Dir.
(1)
A

12/22/2010

johnny okane (order #7051525)

Mount(s)
(1)
(F) 533mm TT(rof:2)

Load

Rng ( Acc ) Dmg [DP gun mod]

Mk24 (mod1) torps


DP wire guided ASW only

8 turns @ 6 ( 7+ ) 2D6+1
or 3 turns @ 8

Mk8 torps surface only


non-homing
Harpoon msls

1 turn @ 9 ( 15+ ) 2D6+1

65

17 ( 7+ ) 1D6 [ 0 ]

SURFACE BATTLE GROUP v3.0


Ship Name:__________
Ship Class: County (DDG) U.K.
Hull Pts.: 10
Engine Str.: 1
ECM Str.: 2
TCM Str.: 1
Wpn. Dir.
(6)
A or D

DCC: 1
Crew:____________
Max. Spd.: 8/4
Radar: A
ECM mod.: -6
Sonar: A
TCM mod.: -3

Mount(s)
(11)
(F) 114 twin

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

1.75 ( 11+ ) 1/3D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
_______________________________________________________________________________________
Local
(P) 20mm single
plenty
3 ( 15+ ) 1/6D6
(S) 20mm single
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
A
(PB) MM38 Exocet(rof:2)
1 missile
6 ( 7+ ) 2/3D6 [ -1 ]
A
(SB) MM38 Exocet(rof:2)
1 missile
_______________________________________________________________________________________
A or D
(P) Sea Cat
1 Sea Cat
1 ( 15+ ) 1/6D6 [ 0 ]
A or D
(S) Sea Cat
1 Sea Cat
_______________________________________________________________________________________
(PB) TT (rof:1)
1 Stingray ASW torp
2 turns @ 11 ( 7+ ) 1/3D6
(SB) TT (rof:1)
1 Stingray ASW torp
_______________________________________________________________________________________
A or D
(A) Seaslug (rof:2)
8 Seaslug
6 ( 13+ ) 2/3D6 [ -1 ]

________________________________________________________________________________________________
(A) 1 Lynx helo
1 Stingray ASW torp
2 turns @ 11 ( 7+ ) 1/3D6

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

12/22/2010

johnny okane (order #7051525)

66

SURFACE BATTLE GROUP v3.0


Ship Name:__________
Ship Class: Endurance (Ice Patrol Ship) U.K.
Hull Pts.: 7
Engine Str.: 1
ECM Str.: 0
TCM Str.: 0
Wpn. Dir.
(0)
Local

DCC: 1
Crew:____________
Max. Spd.: 3.5/4 Radar: A
ECM mod.: 0
Sonar: A
TCM mod.: 0

Mount(s)
(3)
(P) 20mm single
(S) 20mm single

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

3 ( 15+ ) 1/6D6
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
(A) 2 Lynx helo
1 Mk46 NEARTIP ASW torp 2 turns @ 9 ( 7+ ) 1/3D6
or 3 turns @ 6
or 1 Sea Skua msl

2 ( 7+ ) 1/6D6 [ 0 ]

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

12/22/2010

johnny okane (order #7051525)

67

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Fearless (LPD) UK
Hull Pts.: 20
Engine Str.: 2
ECM Str.: 0
TCM Str.: 0
Wpn. Dir.
(1)
A or D

DCC: 1
Max. Spd.: 5/3
ECM mod.: 0
TCM mod.: 0

Mount(s)
(5)
(F) Sea Cat Lnchr(rof:2)

Crew:____________
Radar: B
Sonar: none

Load

Rng ( Acc ) Dmg [DP gun mod]

Sea Cat msls

1 ( 15+ ) 1/6D6 [ 0 ]

(M) Sea Cat Lnchr(rof:2)


Sea Cat msls
_______________________________________________________________________________________
Local
(P) 40mm single
plenty
3 ( 15+ ) 1/6d6
(S) 40mm single
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
(A) Helo deck, no hanger

12/22/2010

johnny okane (order #7051525)

68

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Hermes (CVH) UK
Hull Pts.: 37
Engine Str.: 3
ECM Str.: 2
TCM Str.: 0

DCC: 3
Max. Spd.: 7/3
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: P

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(2)
(20)
A or D
(P) Sea Cat Lnchr(rof:2)
Sea Cat msl
1 ( 15+ ) 1/6D6 [ 0 ]
A or D
(S) Sea Cat Lnchr(rof:2)
Sea Cat msl
_______________________________________________________________________________________
Local
(P) 40mm single
plenty
3 ( 15+ ) 1/6d6
(S) 40mm single
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
2 Wessex helos ASW Detection ONLY
2 Harriers (See aircraft forms for armament options)
12 Sea King helos
Mk46 NEARTIP ASW torp 2 turns @ 9 ( 7+ ) 1/3D6
or 3 turns @ 6

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

12/22/2010

johnny okane (order #7051525)

69

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Invincible (CVH) UK
Hull Pts.: 25
Engine Str.: 3
ECM Str.: 2
TCM Str.: 0

DCC: 3
Max. Spd.: 7/3
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: P

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(5)
(18)
A or D
(F) Sea Dart (rof:2)
Sea Darts
10 ( 11+ ) 1/6D6 [ -2 ]
A or D

_______________________________________________________________________________________
Local
(P) 20mm single
plenty
3 ( 15+ ) 1/6d6
(S) 20mm single
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
D
(P) Goalkeeper CIWS
1 burst
1 ( 13+ ) v msl & str a/c
D
(S) Goalkeeper CIWS
1 burst
( 7+ ) v other a/c
D
(S/SQ) Goalkeeper CWIS
1 burst
_______________________________________________________________________________________
(A) 2 Harriers
See aircraft forms for load out options
1 Sea King AEW helo

none

9 Sea King ASW helos

1 Mk46 NEARTIP ASW torp

2 turns @ 9 ( 7+ ) 1/3D6
or 3 turns @ 6

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

12/22/2010

johnny okane (order #7051525)

70

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Leander/3B (FF) UK {Andromeda, Minerva, Penelope etc.}
Hull Pts.: 6
Engine Str.: 1
ECM Str.: 2
TCM Str.: 0
Wpn. Dir.
(5)
A or D

DCC: 1
Max. Spd.: 7.5/4
ECM mod.: -6
TCM mod.: 0

Mount(s)
(8)
(F) 114 single

Crew:____________
Radar: B
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

1.75 ( 12+ ) 1/6D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
_______________________________________________________________________________________
Local
(P) 20mm single(rof:1)
plenty
3 ( 15+ ) 1/6d6
(P) 20mm single(rof:1)
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
______________________________________________________________________________________
D
(P) Phalanx CIWS
1 burst
1 ( 13+ ) v msl & str a/c
D
(S) Phalanx CIWS
1 burst
( 7+ ) v other a/c
_______________________________________________________________________________________
A or D
(A) Sea Cat Lnchr (rof:2)
Sea Cat
1 ( 15+ ) 1/6D6 [ 0 ]
_________________________________________________________________________________________________
A
(A) Mk10 Limbo DC Lnchr (rof:2) DC Salvoes
1 ( 19+ ) 2/3d6
_______________________________________________________________________________________
(A) 1 Lynx HAS.3 helo
1 Mk46 NEARTIP ASW torp 2 turns @ 9 ( 7+ ) 1/3D6
or 3 turns @ 6
OR one (Fr)AS.12

15 ( 12+ ) 1/6D6 [ 0 ]

OR one Sea Skua

2 ( 7+ ) 1/6D6 [ 0 ]

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

12/22/2010

johnny okane (order #7051525)

71

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Rothesay (FFG) UK
Hull Pts.: 4
Engine Str.: 1
ECM Str.: 1
TCM Str.: 0
Wpn. Dir.
(3)
A or D

DCC: 1
Max. Spd.: 6.5/4
ECM mod.: -3
TCM mod.: 0

Mount(s)
(6)
(F) 114 single

Crew:____________
Radar: B
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

1.75 ( 12+ ) 1/6D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. other A/C
_______________________________________________________________________________________
Local
(P) 20mm single
plenty
3 ( 15+ ) 1/6d6
(S) 20mm single
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
A or D
(A) Sea Cat Lnchr (rof:2)
Sea Cat
1 ( 15+ ) 1/6D6 [ 0 ]
_________________________________________________________________________________________________
A
(A) Mk10 Limbo DC Lnchr
DC Salvoes
1 ( 19+ ) 2/3D6
_______________________________________________________________________________________
(A) 1 Wasp HAS.1 helo
1 Mk46 NEARTIP ASW torp 2 turns @ 9 ( 7+ ) 1/3D6
or 3 turns @ 6
OR (Fr)AS.12 msl

15 ( 12+ ) 1/6D6 [ 0

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

12/22/2010

johnny okane (order #7051525)

72

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Sheffield - Type 42 (DDG) UK
Hull Pts.: 6
Engine Str.: 1
ECM Str.: 2
TCM Str.: 1
Wpn. Dir.
(5)
A or D

DCC: 1
Max. Spd.: 7.5/4
ECM mod.: -6
TCM mod.: -3

Mount(s)
(9)
(F) 114 single

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty

1.75 ( 12+ ) 1/6D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. other A/C
_______________________________________________________________________________________
Local
(P) 20mm single
plenty
3 ( 15+ ) 1/6d6
Local
(S) 20mm single
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
D
(P) Phalanx CIWS
1 burst
1 ( 13+ ) v msl & str a/c
D
(S) Phalanx CIWS
1 burst
( 7+ ) v other a/c
_______________________________________________________________________________________
A or D
(F) Sea Dart (rof:2)
6 Sea Dart
10 ( 11+ ) 1/6D6 [ -2 ]
A or D
_________________________________________________________________________________________________
(PB) TT (rof:1)
1 Stingray ASW torp
2 turns @ 11 ( 7+ ) 1/3D6
(SB) TT (rof:1)
1 Stingray ASW torp
_______________________________________________________________________________________
(A) 1 Lynx helo
1 Stingray ASW torp
2 turns @ 11 ( 7+ ) 1/3D6

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

12/22/2010

johnny okane (order #7051525)

73

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Swiftsure (SSN) UK
Hull Pts.: (1)4
DCC: 1
Crew:____________
Engine Str.: 1
Max. Spd.: (7.5)7/4 Radar: B
ECM Str.: 0
ECM mod.: 0
Sonar: P
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -7
Wpn. Dir.

Mount(s)
(1)
(B) 533mm TT (rof:2)

Load
5

Mk24 (mod 1) DPtorp

Rng ( Acc ) Dmg [DP gun mod]


8 turns @ 6 ( 7+ ) 2D6+1
or 3 turns @ 8

1Harpoon
17 ( 7+ ) 1D6 [ 0 ]
__________________________________________________________________________________________________
Extra quiet design. Attempts to locate by type P sonar get an additional -1 modifier

12/22/2010

johnny okane (order #7051525)

74

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Trafalgar (SSN) UK
Hull Pts.: (1)4
DCC: 1
Crew:____________
Engine Str.: 1
Max. Spd.: (8)7/4
Radar: B
ECM Str.: 0
ECM mod.: 0
Sonar: P
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -7

Wpn. Dir.

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

Load
5

Mk24 (mod 1) DP/wire torp

Rng ( Acc ) Dmg [DP gun mod]


8 turns @ 6 ( 7+ ) 2D6+1
or 3 turns @ 8

2 Harpoon
17 ( 7+ ) 1D6 [ 0 ]
__________________________________________________________________________________________________
Extra quiet design. Attempts to locate by type P sonar get an additional -1 modifier

12/22/2010

johnny okane (order #7051525)

75

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Akula (SSN)
Hull Pts.: (2)5
DCC: 1
Engine Str.: 1
Max. Spd.: (10.5)5/4
ECM Str.: 0
ECM mod.: 0
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -7
Wpn. Dir.

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

Crew:____________
Radar: C
Sonar: P

Load

Rng ( Acc ) Dmg [DP gun mod]

2 ET-80A torp
DP/wire

2 turns @ 10 ( 9+ ) 2D6
3 turns @ 8

1 Type 53-68 torp (nuke)

2 turns @ 12 ( 3k/9d ) 20kt


or 4 turns @ 10

1 SSN-15 (nuke)
5 ( 12k/24d ) 200kt [ -1 ]
__________________________________________________________________________________________________
Extra quiet design. Attempts to locate by type P sonar get an additional -1 modifier

12/22/2010

johnny okane (order #7051525)

76

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Kara (CG)
Hull Pts.: 14
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

Wpn. Dir.
(8)
A or D
A or D

DCC: 2
Max. Spd.: 8/3
ECM mod.: -6
TCM mod.: 0

Mount(s)
(18)
(F) SAN-3B (rof:1)
(A) SAN-3B (rof:1)
(F) SSN-14 (rof:2)

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

6 SAN-3B
7.5 ( 11+ ) 1/3D6 [ -2 ]
6 SAN-3B
2 SSN-14 (ASW/SSM)
7 ( 10+ ) 1/3D6 (SSM) [ 0 ]

7+2 turns @ 8 (10+)1/2D6 (ASW)


_______________________________________________________________________________________________________
A or D
(P) SAN-4 (rof:1)
5 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]
A or D
(S) SAN-4 (rof:1)
5 SAN-4
_______________________________________________________________________________________________________
A or D
(P) 76 twin
plenty
1 ( 14+ ) 1/6D6
A or D
(S) 76 twin
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_____________________________________________________________________________________________
D
(P) 30(r) CIWS
3 bursts
1 ( 13+ ) v msl & str a/c
(P) 30(r) CIWS
3 bursts
( 7+ ) v other a/c
D
(S) 30(r) CIWS
3 bursts
(S) 30(r) CIWS
3 bursts
_______________________________________________________________________________________________________
(P) TT (rof:1)
2 SET-65 ASW torps
2 turns @ 8 ( 9+ ) 3D6

6 turns @ 6
(S) TT (rof:1)
2 SET-65 ASW torps

_______________________________________________________________________________________________________
(P) RBU 1000 (rof:1)
2 salvoes
3 ( 15+ ) 1/3D6
(S) RBU 1000 (rof:1)
2 salvoes
_______________________________________________________________________________________________________
(F) RBU 6000 (rof:1)
2 salvoes
9 ( 15+ ) 1/3D6
(F) RBU 6000 (rof:1)
2 salvoes
_______________________________________________________________________________________________________
Ka - 25 Helo
1 E45-75A ASW torp
2 turns @ 8 ( 10+ ) 1/2D6

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

12/22/2010

johnny okane (order #7051525)

77

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: mod - Kashin (DDG)
Hull Pts.: 6
Engine Str.: 1
ECM Str.: 1
TCM Str.: 0

DCC: 1
Max. Spd.: 8.5/4
ECM mod.: -3
TCM mod.: 0

Crew:____________
Radar: A
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(8)
(13)
A or D
(F) SAN-1 (rof:1)
6 SAN-1
4 ( 15+ ) 1/3D6 [ -1 ]
A or D
(A) SAN-1 (rof:1)
6 SAN-1
_______________________________________________________________________________________________________
A or D
(F) 76 twin
plenty
1 ( 14+ ) 1/6D6
A or D
(A) 76 twin
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_____________________________________________________________________________________________
D
(P) 30(r) CIWS
3 bursts
1 ( 13+ ) v msl & str a/c
(P) 30(r) CIWS
3 bursts
( 7+ ) v other a/c
D
(S) 30(r) CIWS
3 bursts
(S) 30(r) CIWS
3 bursts
_______________________________________________________________________________________________________
(P&S) TT (rof:1)
2 SET-65 ASW torps
2 turns @ 8 ( 9+ ) 3D6

or 6 turns @ 6
(F) RBU 6000
2 salvoes
9 ( 15+ ) 1/3D6
_______________________________________________________________________________________________________
A
(PQ) SSN-22C (rof:1)
1 SSN-22C
16 ( 7+ ) 2D6+3 [ -2 ]
A
(SQ) SSN-22C (rof:1)
1 SSN-22C
1 - target
_____________________________________________________________________________________________
Helo pad, no hangar

12/22/2010

johnny okane (order #7051525)

78

SURFACE BATTLE GROUP v3.0


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

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

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

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

Crew:____________
Radar: A
Sonar: A&P

Load

Rng ( Acc ) Dmg [DP gun mod]

plenty
plenty

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

A or D
(A) SAN-3B (rof:1)
9 SAN-3B

_________________________________________________________________________________________________________
A or D
(F) SAN-4 (rof:1)
5 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]
A or D
(A) SAN-4 (rof:1)
5 SAN-4
_________________________________________________________________________________________________________
(F) SUWN-1 (rof:1)
6 FRAS-1
6 ( 12k / 24d ) 200kt submd
(F) RBU-6000 (rof:1)
2 salvoes
9 ( 15+ ) 1/3D6
(F) RBU-6000 (rof:1)
2 salvoes
(P) TT (rof:1)
2 SET-65 ASW torps
2 turns @ 8 ( 9+ ) 3D6

or 6 turns @ 6
(S) TT (rof:1)
2 SET-65 ASW torps

_________________________________________________________________________________________________________
14 helo: Ka-27
1 E45-75A ASW torp
2 turns @ 8 ( 10+ ) 1/2D6
3 helo: Ka-25
1 E45-75A ASW torp
3 a/c: Yak-38 Forger
Choose ONE type of weapon. The amount carried depends on use of drop tanks.
See aircraft sheets for specific details.
AS-10
1.5 ( 7+ ) 1/2D6 [ 0 ]
Rocket Pod,
3 ( 7+ ) 1/6D6 [rocket]
Bomb, 500#
0 ( 18+ ) 1D6 [bomb]
AA-8
9 ( 9+ ) kill a/c [AA-8]

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

12/22/2010

johnny okane (order #7051525)

79

SURFACE BATTLE GROUP v3.0


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

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

Load

Rng ( Acc ) Dmg [DP gun mod]

3 ET-80A DPtorp

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

1 Type53-68 Nuke torp

2 turns @ 12 (3k /9d) 20kt


or 4 turns @ 10
submd [non-homing]
________________________________________________________________________________________
D
(M) SAN-8 (rof:1)
1 SAN-8
1 ( 13+ ) kill a/c [ n/a ]

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

12/22/2010

johnny okane (order #7051525)

80

SURFACE BATTLE GROUP v3.0


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

Wpn. Dir.
(11)
A or D

DCCs: 2
Max. Spd.: 8.5/2
ECM mod.: -6
TCM mod.: 0

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

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

3 SAN-6

12 ( 7+ ) 1/2D6 [ -2 ]

A or D
(A) SAN-6 (rof:3)
3 SAN-6

________________________________________________________________________________________________________
A or D
(P) SAN-4 (rof:1)
5 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]
A or D
(S) SAN-4 (rof:1)
5 SAN-4
________________________________________________________________________________________________________
A
(F)SSN-19 (rof:2)
5 SSN-19
60 ( 7+ ) 3D6+6 [ -2 ]
________________________________________________________________________ minimum range 1_____________
(F)RBU 6000 (rof:1)
2 shots
9 ( 15+ ) 1/3D6
(P)RBU 1000 (rof:1)
2 shots
3 ( 15+ ) !/3D6
(S)RBU 1000 (rof:1)
2 shots
________________________________________________________________________________________________________
A
(F)SSN-14(rof:1)
1 SSN-14 (ASW/SSM)
7 ( 10+ ) 1/3D6 (SSM) [ 0 ]
A

7+2 turns @ 8 (10+)1/2D6(ASW)


________________________________________________________________________________________________________
D
CIWS (rof:1)
3 bursts
1 ( 13+ ) v msl & str a/c
CIWS (rof:1)
3 bursts
( 7+ ) v other a/c
D
CIWS (rof:1)
3 bursts
CIWS (rof:1)
3 bursts
D
CIWS (rof:1)
3 bursts
CIWS (rof:1)
3 bursts
________________________________________________________________________________________________________
A or D
(A)Auto100 single(rof:1)
plenty
1.5 ( 12+ ) 1/2D6
(A)Auto100 single(rof:1)
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
________________________________________________________________________________________________________
(P) TT (rof:1)
1 SET-65 ASW torp
2 turns @ 8 ( 9+ ) 3D6
6 turns @ 6
(S) TT (rof:1)
1 SET-65 ASW torp
________________________________________________________________________________________________________
(A) 5 Ka-25 Helos
1 E45-75A ASW torp
2 turns @ 8 ( 10+ ) 1/2D6

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

12/22/2010

johnny okane (order #7051525)

81

SURFACE BATTLE GROUP v3.0


Ship Name:____Frunze___________
Ship Class: Kirov (BCGN)
Hull Pts.: 36
Engine Str.: 3
ECM Str.: 2
TCM Str.: 0

Wpn. Dir.
(11)
A or D

DCCs: 2
Max. Spd.: 8.5/2
ECM mod.: -6
TCM mod.: 0

Mount(s)
(24)
(F) SAN-6 (rof:3)

Crew:____________
Radar: A
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

12 SAN-6

12 ( 7+ ) 1/2D6 [ -2 ]

A or D
(A) SAN-6 (rof:3)
12 SAN-6

________________________________________________________________________________________________________
A or D
(P) SAN-4 (rof:1)
5 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]
A or D
(S) SAN-4 (rof:1)
5 SAN-4
________________________________________________________________________________________________________
A
(F)SSN-19 (rof:2)
5 SSN-19
60 ( 7+ ) 3D6+6 [ -2 ]
_______________________________________________________ ________________ minimum range 1_______________
(F)RBU 6000 (rof:1)
2 shots
9 ( 15+ ) 1/3D6
________________________________________________________________________________________________________
A or D
(F)SAN-9 (rof:2)
2 SAN-9
2 ( 7+ ) kill a/c [ n/a ]
A or D
(A)SAN-9 (rof:2)
2 SAN-9
________________________________________________________________________________________________________
D
CIWS (rof:1)
3 bursts
1 ( 13+ ) v msl & str a/c
CIWS (rof:1)
3 bursts
( 7+ ) v other a/c
D
CIWS (rof:1)
3 bursts
CIWS (rof:1)
3 bursts
D
CIWS (rof:1)
3 bursts
CIWS (rof:1)
3 bursts
________________________________________________________________________________________________________
A or D
(A)Auto130/70 twin (rof:1)
plenty
2.5 ( 12+ ) 1D6+2
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
________________________________________________________________________________________________________
(P) TT (rof:1)
1 SET-65 ASW torp
2 turns @ 8 ( 9+ ) 3D6
6 turns @ 6
(S) TT (rof:1)
1 SET-65 ASW torp
________________________________________________________________________________________________________
(A) 2 Ka-25 Helos
(A) 3 Ka-27 Helos
1 E45-75A ASW torp
2 turns @ 8 ( 10+ ) 1/2D6

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

12/22/2010

johnny okane (order #7051525)

82

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Krivak II (FFG)
Hull Pts.: 5
Engine Str.: 1
ECM Str.: 1
TCM Str.: 0

Wpn. Dir.
(4)
A or D

DCC: 1
Max. Spd.: 8/4
ECM mod.: -3
TCM mod.: 0

Crew:____________
Radar: B
Sonar: A

Mount(s)
Load
(9)
(A) Auto 100mm single (rof:1) plenty
(A) Auto 100mm single (rof:1)

Rng ( Acc ) Dmg

1.5 ( 12+ ) 1/3D6


( 19+ ) v msl & str a/c
( 13+ ) v other a/c
__________________________________________________________________________________________________
A or D
(F)SAN-4 (rof:1)
5 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]
A or D
(A)SAN-4 (rof:1)
5 SAN-4
__________________________________________________________________________________________________
A
(F)SSN-14(rof: 1)
1 SSN-14 (ASW/SSM)
7 ( 10+ ) 1/3D6 (SSM) [ 0 ]

7+2 turns @ 8 (10+)1/2D6 (ASW)


_________________________________________________________________________________________________
(P) TT {rof:1}
1 SET-65 torpedo (ASW)
2 turns @ 8 ( 9+ ) 3D6
or 6 turns @ 6
(S) TT {rof:1}
1 SET-65 torpedo (ASW)
(P) RBU 6000 {rof:1}
(S) RBU 6000 (rof:1)

12/22/2010

johnny okane (order #7051525)

2 shots
2 shots

83

9 ( 15+ ) 1/3D6

SURFACE BATTLE GROUP v3.0


Ship Name:_____________________
Ship Class: Kynda (CG) {Kynda or Adm. Fokin only}
Hull Pts.: 7
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 2
Max. Spd.: 8.5/4
ECM val.: -6
TCM val.: 0

Crew:____________
Radar: B
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(5)
(8)
A or D
(F) SAN-1 (rof:1)
6 SAN-1
4 ( 15+ ) 1/3D6 [ -1 ]
_________________________________________________________________________________________________
(F) RBU 6000 (rof:1)
2 salvoes
9 ( 15+ ) 1/3D6
(P) TT (rof:1)
1 SET-65 torp
2 turns @ 8 ( 9+ ) 3D6
or 6 turns @ 6
(S) TT (rof:1)
1 SET-65 torp
_________________________________________________________________________________________________
A or D
(A) 76 twin
plenty
1 ( 14+ ) 1/6D6
A or D
(A) 76 twin
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
A
(F) SSN-3B (rof:1)
1 SSN-3B
60 ( 7+ ) 3D6+6 [ -1 ]
A
(A) SSN-3B (rof:1)
1 SSN-3B
_______________________________________________________________________________________
Helo pad, no hangar

12/22/2010

johnny okane (order #7051525)

84

SURFACE BATTLE GROUP v3.0


Ship Name:__Grozny________
Ship Class: Kynda (CG)
Hull Pts.: 7
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 2
Max. Spd.: 8.5/4
ECM Mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(7)
(12)
A or D
(F) SAN-1 (rof:1)
6 SAN-1
4 ( 15+ ) 1/3D6 [ -1 ]
_________________________________________________________________________________________________
(F) RBU 6000 (rof:1)
2 salvoes
9 ( 15+ ) 1/3D6
(P) TT (rof:1)
1 SET-65 torp
2 turns @ 8 ( 9+ ) 3D6
or 6 turns @ 6
(S) TT (rof:1)
1 SET-65 torp
_________________________________________________________________________________________________
A or D
(A) 76 twin
plenty
1 ( 14+ ) 1/6D6
A or D
(A) 76 twin
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________
A
(F) SSN-3B (rof:1)
1 SSN-3B
60 ( 7+ ) 3D6+6 [ -1 ]
A
(A) SSN-3B (rof:1)
1 SSN-3B
_________________________________________________________________________________________________
D
(P) 30(r) CIWS
3 bursts
1 ( 13+ ) v msl & str a/c
(P) 30(r) CIWS
3 bursts
( 7+ ) v other a/c
D
(S) 30(r) CIWS
3 bursts
(S) 30(r) CIWS
3 bursts
_________________________________________________________________________________________________
Helo pad, no hangar

12/22/2010

johnny okane (order #7051525)

85

SURFACE BATTLE GROUP v3.0


Ship Name:__Varyag________
Ship Class: Kynda (CG)
Hull Pts.: 7
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 2
Crew:____________
Max. Spd.: 8.5/4 Radar: B
ECM mod.: -6
Sonar: A
TCM mod.: 0

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(7)
(12)
A or D
(F) SAN-1 (rof:1)
6 SAN-1
4 ( 15+ ) 1/3D6 [ -1 ]
________________________________________________________________________________________________
(F) RBU 6000 (rof:1)
2 salvoes
9 ( 15+ ) 1/3D6
(P) TT (rof:1)
1 SET-65 torp
2 turns @ 8 ( 9+ ) 3D6
6 turns @ 6
(S) TT (rof:1)
1 SET-65 torp
________________________________________________________________________________________________
A or D
(A) 76 twin
plenty
1 ( 14+ ) 1/6D6
A or D
(A) 76 twin
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
______________________________________________________________________________________
A
(F) SSN-3B (rof:1)
1 SSN-3B
60 ( 7+ ) 3D6+6 [ -1 ]
A
(A) SSN-3B (rof:1)
1 SSN-3B
________________________________________________________________________________________________
D
(P) 30(r) CIWS
3 bursts
1 ( 13+ ) v msl & str a/c
(P) 30(r) CIWS
3 bursts
( 7+ ) v other a/c
D
(S) 30(r) CIWS
3 bursts
(S) 30(r) CIWS
3 bursts
________________________________________________________________________________________________
Helo pad, no hangar

12/22/2010

johnny okane (order #7051525)

86

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Moskva (CHG)
Hull Pts.:23
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 2
Max. Spd.: 7.5/2
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: A
Sonar: A

Wpn. Dir.
(4)

Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(24)
(F) SUWN-1 (rof:1)
4 FRAS-1
6 ( 12k / 24d ) 200kt submd [ n/a ]
_______________________________________________________________________________________________________
A or D
(P) 57 twin
plenty
9 ( 15+ ) 1/6D6
A or D
(S) 57 twin
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________________________
(F) RBU-6000 (rof:1)
2 salvoes
9 ( 15+ ) 1/3D6
_______________________________________________________________________________________________________
A or D
(F) SAN-3A (rof:1)
6 SAN-3A
7.5 ( 11+ ) 1/3D6 [ -2 ]
A or D
(F) SAN-3A (rof:1)
6 SAN-3A
_______________________________________________________________________________________________________
(A) 18 Ka-25 helos
1 E45-75A ASW torp
2 turns @ 8 (10+ ) 1/2D6
may launch or recover 8 per turn

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

12/22/2010

johnny okane (order #7051525)

87

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Nanuchka III(FS)
Hull Pts.: 2
Engine Str.: 1
ECM Str.:1
TCM Str.: 0

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

Crew:____________
Radar: B
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(3)
(5)
A or D
SAN-4 (rof:1)
5 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]
________________________________________________________________________________________________
A or D
(A)76mm single (rof:1)
plenty
1 ( 15+ ) 1/6D6
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
(A)CIWS (rof:1)

1 ( 13+ ) v msl & str a/c


( 7+ ) v other a/c
_______________________________________________________________________________________
A
(PF)SSN-9 (rof:1)
1 SSN-9
15 ( 7+ ) 2D6+3 [ 0 ]
(SF)SSN-9 (rof:1)
1 SSN-9

12/22/2010

johnny okane (order #7051525)

3 bursts

88

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Osa II (PTM)
Hull Pts.: 1
Engine Str.: 1
ECM Str.:0
TCM Str.: 0

Wpn. Dir.
(2)
A

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

Mount(s)
(3)
(B)SSN-2B/C (rof:1)

Crew:____________
Radar: B
Sonar: none

Load

Rng ( Acc ) Dmg [DP gun mod]

1 SSN-2B/C

6 ( 11+ ) 2D6+2 [ 0 ]

___________________________________________________________________________________________
A or D
(F)30mm twin (rof:1)
plenty
3 ( 16+ ) 1/6D6
(A)30mm twin (rof:1)
plenty
( 19+ ) v msl & str a/c
( 7+ ) v other a/c
______________________________________________________________________________________________________

12/22/2010

johnny okane (order #7051525)

89

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Oscar II (SSGN)
Hull Pts.: (1)5
DCC:1
Crew:____________
Engine Str.: 2
Max. Spd.:(7.5)5/2 Radar: C
ECM Str.: 0
ECM mod.: 0
Sonar: P
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -6
Wpn. Dir.
(1)

Mount(s)
(4)
(P&S/B) TT (rof:2)

Load

Rng ( Acc ) Dmg [DP gun mod]

2 turns @ 10 (9+) 2D6


3 turns @ 8 [wire]
1 Type53-68 nuke
2 turns @ 12 (3k/9d) 20kt subd [non-homing]
or 4 turns @ 10
2 Type65 torp
7 turns @ 12 ( 9+ ) 3D6+2
20 turns @ 8 [wake] (surface only)
1 SSN-15 nuke
5 ( 12k / 24d ) 200kt subd [ n/a ]
1 SSN-16 ASW
12 +2 turns @ 8 ( 10+ ) 1/2D6 [ n/a ]
_________________________________________________________________________________________________________
A
(P&S/B) SSN-19 (rof:2)
7 SSN-19
60 ( 7+ ) 3D6+6 [ -2 ]

minimum range 1

12/22/2010

johnny okane (order #7051525)

4 ET-80A DPtorp

90

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Ropucha (LST)
Hull Pts.: 5
Engine Str.: 2
ECM Str.: 0
TCM Str.: 0

Wpn. Dir.
(2)
A or D

DCC: 1
Max. Spd.: 4/2
ECM mod.: 0
TCM mod.: 0

Mount(s)
(3)
(F)57mm twin (rof:1)
(A)57mm twin (rof:1)

Crew:____________
Radar: B
Sonar: none

Load

Rng ( Acc ) Dmg [DP gun mod]

9 ( 15+ ) 1/6D6
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
___________________________________________________________________________________
A or D
SAN-4 (rof:1)
2 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]

12/22/2010

johnny okane (order #7051525)

plenty
plenty

91

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Slava (CG)
Hull Pts.: 23
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

Wpn. Dir.
(8)
A or D

DCC: 2
Max. Spd.: 8.5/3
ECM mod.: -6
TCM mod.: 0

Mount(s)
(17)
(F&A)SAN-6 (rof:4)

Crew:____________
Radar: B
Sonar: A

Load

Rng ( Acc ) Dmg [DP gun mod]

16 SAN-6
12 ( 7+ ) 1/2D6 [ -2 ]

__________________________________________________________________________________________________
A or D
(P)SAN-4 (rof:1)
5 SAN-4
2 ( 11+ ) 1/6D6 [ -2 ]
A or D
(S)SAN-4 (rof:1)
5 SAN-4
___________________________________________________________________________________________________
A or D
(F)Auto 130mm/70 twin (rof:1)
plenty
2.5 ( 12+ ) 1D6+2
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
___________________________________________________________________________________________________
D
(PF) CIWS
3 bursts
1 ( 13+ ) v msl & str a/c
(SF) CIWS
3 bursts
( 7+ ) v other a/c
D
(PM) CIWS
3 bursts
(SM) CIWS
3 bursts
D
(PA) CIWS
3 bursts
(SA) CIWS
3 bursts
___________________________________________________________________________________________________
(P) TT (rof:1)
1 SET-65 ASW torp
2 turns @ 8 (9+ ) 3D6
or 6 turns @ 6
(S) TT (rof:1)
1 SET-65 ASW torp
(P) RBU 6000 (rof:2)
2 salvoes
9 ( 15+ ) 1/3D6
(S) RBU 6000 (rof:2)
2 salvoes
___________________________________________________________________________________________________
A
(F)SSN-12(rof:2)
4 SSN-12
70 ( 7+ ) 3D6+6 [ -2 ]
___________________________________________________________________________________________________
(A) 1 Ka-27 Helo
1 E45-75A ASW torp
2 turns @ 8 ( 10+ ) 1/2D6

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

12/22/2010

johnny okane (order #7051525)

92

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Sovremennyy (DDG)
Hull Pts.:14
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

Wpn. Dir.
(10)
D

DCC: 2
Max. Spd.: 8.5/3
ECM mod.: -6
TCM mod.: 0

Mount(s)
(15)
(P)CIWS
(P)CIWS

Crew:____________
Radar: B
Sonar: A

Load
3 bursts
3 bursts

Rng ( Acc ) Dmg [DP gun mod]

1 ( 13+ ) v msl & str a/c


( 7+ ) v other a/c

(S)CIWS
3 bursts
(S)CIWS
3 bursts
____________________________________________________________________________________________________
(P)RBU 1000 (rof:1)
2 salvoes

3 ( 15+ ) 1/3D6
(S)RBU 1000 (rof:1)
2 salvoes
(P) TT (rof:1)

1 SET-65 ASW torp

(S) TT (rof:1)

1 SET-65 ASW torp

2 turns @ 8 ( 9+ ) 3D6
or 6 turns @ 6

__________________________________________________________________
A
(F)SSN-22 (rof:1)
1 SSN-22
16 ( 7+ ) 2D6+3 [ -2 ]
1 - target
(F)SSN-22 (rof:1)
1 SSN-22
____________________________________________________________________________________________________
A or D
(F)SAN-7 (rof:1)
5 SAN-7
4 ( 7+ ) 1/3D6 [ -2 ]
A or D
(A)SAN-7 (rof:1)
5 SAN-7
A or D
A or D
A or D
A or D
__________________________________________________________________________________________
A or D
(F) Auto130mm/70 twin (rof:1)
plenty
2.5 ( 12+ ) 1D6+2
(A) Auto130mm/70 twin (rof:1)
plenty
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
__________________________________________________________________________________________
(A) 1 Ka-27 Helo
1 E45-75A ASW torp
2 turns @ 8 ( 10+ ) 1/2D6

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

12/22/2010

johnny okane (order #7051525)

93

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Udaloy I(DDG)
Hull Pts.:11
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

Wpn. Dir.
(7)
A or D

DCC: 1
Max. Spd.: 8.5/3
ECM mod.: -6
TCM mod.: 0

Crew:____________
Radar: B
Sonar: A

Mount(s)
Load
(16)
(F) Auto 100mm single (rof:1)
Plenty

Rng ( Acc ) Dmg [DP gun mod]

(P) TT (rof:1)

2 turns @ 8 ( 9+ ) 3D6
or 6 turns @ 6

1.5 ( 12+ ) 1/3D6


( 19+ ) v msl & str a/c
( 13+ ) v other a/c
_______________________________________________________________________________________________________
(A)RBU 6000 (rof:1)
2 salvoes
9 ( 15+ ) 1/3D6
(A)RBU 6000 (rof:1)
2 salvoes
1 SET-65 torp

(S) TT (rof:1)
1 SET-65 torp
_______________________________________________________________________________________________________
A or D
(F)SAN-9 (rof:1)
4 SAN-9
2 ( 7+ ) kill a/c only
(F)SAN-9 (rof:1)
4 SAN-9
A or D

(A)SAN-9 (rof:1)
4 SAN-9
(A)SAN-9 (rof:1)
4 SAN-9
_______________________________________________________________________________________________________
D
(P)CIWS
3 bursts
1 ( 13+ ) v msl & str a/c
(P)CIWS
3 bursts
( 7+ ) v other a/c
D

(S)CIWS
3 bursts
(S)CIWS
3 bursts
_______________________________________________________________________________________________________
A
(F)SSN-14 (rof:1)
1 SSN-14 ASW/SSM
7 ( 10+ ) 1/3D6 (SSM) [ 0 ]

7+2 turns @ 8 (10+)1/2D6(ASW)


A
(F)SSN-14 (rof:1)
1 SSN-14 ASW/SSM

_______________________________________________________________________________________________________
1 Ka-27 Helo
1 E45-75A ASW torp
2 turns @ 8 ( 10+ ) 1/2D6

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

12/22/2010

johnny okane (order #7051525)

94

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Victor III (SSN)
Hull Pts.: (1)4
DCC: 1
Crew:____________
Engine Str.: 1
Max. Spd.: (7.5)5/3
Radar: B
ECM Str.: 0
ECM mod.: 0
Sonar: P
TCM Str.: 1
TCM mod.: -4
EMP resistance mod when submerged: -6
Wpn. Dir.
(1)
A

Mount(s)
(2)
(P&S/B) TT(rof:1)

Load

Rng ( Acc ) Dmg [DP gun mod]

2 ET-80A DPtorp

2 turns @ 10 ( 9+ ) 2D6
or 3 turns @ 8 [wire]
1 Type-65 torp
7 turns @ 12 ( 9+ ) 3D6+2
or 20 turns @ 8 [wake] (surface only)
1 SSN-15
5 ( 12k / 24d ) 200kt submd [ -1 ]
1 SSN-16 ASW
12 +2 turns @ 8 ( 10+ ) 1/2D6[ n/a ]
_______________________________________________________________________________________________________
Noisy boat. Location by sonar is at a +3 on the die roll

12/22/2010

johnny okane (order #7051525)

95

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Avland (FF) [Vosper Mk5]{Iranian}{ex-Saam}
Hull Pts.: 2
Engine Str.: 1
ECM Str.: 2
TCM Str.: 1

DCC: 1
Max. Spd.: 10/4
ECM mod.: -6
TCM mod.: -3

Crew:____________
Radar: B
Sonar: P

Wpn. Dir.
Mount(s)
Load
Rng ( Acc ) Dmg [DP gun mod]
(3)
(9)
A or D
(F) 114mm single (rof:1)
plenty

1.75 ( 12+ ) 1/6D6


(no local
( 19+ ) v. msl. & str. A/C
control)
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
A or D
(A) 35mm/90 OTO twin (rof:1)
plenty
6 ( 16+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
(P) TT (rof:1)
1 SET-40 ASW
2 turns @ 7 ( 11+) 2/3D6
(S) TT (rof:1)
1 SET-40 ASW
__________________________________________________________________________________________________
Local
(B) 20mm single (rof:1)
plenty
3 ( 15+ ) 1/6D6
See rules
(PQ) 20mm single (rof:1)
( 19+ ) v. msl. & str. A/C
(SQ) 20mm single (rof:1)
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
A
(PQ/SQ) 1PA-25A (rof:1)
1 C-802 SSM
14 ( 11+ ) 2/3D6
__________________________________________________________________________________________________
(A) Depth Charge rack (rof:1) 5 DC
1 ( 19+ ) 2/3D6

12/22/2010

johnny okane (order #7051525)

96

SURFACE BATTLE GROUP v3.0


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

Wpn. Dir.
(2)
A or D

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

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

Crew:____________
Radar: B
Sonar: A

Load

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

12/22/2010

johnny okane (order #7051525)

plenty

Rng ( Acc ) Dmg [DP gun mod]

97

SURFACE BATTLE GROUP v3.0


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

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

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

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

12/22/2010

johnny okane (order #7051525)

98

SURFACE BATTLE GROUP v3.0


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

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

Load

Rng ( Acc ) Dmg [DP gun mod]

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

12/22/2010

johnny okane (order #7051525)

3 ET-80A DPtorp

99

SURFACE BATTLE GROUP v3.0


Ship Name:____Comodoro Py___
Ship Class: A.R.A. Comodoro Py (DDG) {ex- USS Pickens; Gearing class}
Hull Pts.: 4
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 1
Max. Spd.: 8/4
ECM mod.: -6
TCM mod.: 0

Crew:___________
Radar: A
Sonar: A

Wpn. Dir.
(2)
A or D

Mount(s)
Load
Rng ( Acc) Dmg [DP gun mod]
(7)
(F) 5/38 twin (rof:1)
plenty
1.75 ( 13+ ) 1/3D6
(F) 5/38 twin (rof:1)
( 19+ ) v. msl. & str. A/C
(A) 5/38 twin (rof:1)
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
(B) 324mm Torpedo Tube (rof:1) A.244s ASW
1 turn @ 10 ( 10+ ) 1/3D6

(B) 324mm TT (rof:1)


A.244s ASW
__________________________________________________________________________________________________
A
(B) MM38 Exocet Lnchr (rof:1)
Exocet msl
6 ( 7+ ) 2/3D6 [ -1 ]
__________________________________________________________________________________________________
1 Alouette III Helo
(Fr.) AS.12
15 ( 12+ ) 1/6D6 [ 0 ]
OR
Mk46 ASW torp
2 turns @ 10 ( 7+ ) 1/3D6

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

12/22/2010

johnny okane (order #7051525)

100

SURFACE BATTLE GROUP v3.0


Ship Name:_________________
Ship Class: A.R.A. Drummond (FFG) {Fr. A-69 class}
Hull Pts.: 2
Engine Str.: 1
ECM Str.: 2
TCM Str.: 0
Wpn. Dir.
(2)
A or D

DCC: 1
Max. Spd.: 6/4
ECM mod.: -6
TCM mod.: 0

Crew:___________
Radar: C
Sonar: A

Mount(s)
(7)
(F) 100mm single (rof:1)

Load

(P) 20mm single (rof:1)


(S) 20mm single (rof:1)

plenty

Rng ( Acc) Dmg [DP gun mod]

plenty

1.5 ( 14+ ) 1/3D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
Local
(A) 40mm twin (rof:1)
plenty
3 ( 15+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
3 ( 15+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
(B) 324mm Torpedo Tube (rof:1) A.244s ASW
1 turn @ 10 ( 10+ ) 1/3D6

(B) 324mm TT (rof:1)


A.244s ASW
__________________________________________________________________________________________________
A
(B) MM38 Exocet Lnchr (rof:1)
Exocet msl
6 ( 7+ ) 2/3D6 [ -1 ]

12/22/2010

johnny okane (order #7051525)

101

SURFACE BATTLE GROUP v3.0


Ship Name:_________________
Ship Class: A.R.A. Garcia (DD) {ex- US Fletcher class}
Hull Pts.: 3
Engine Str.: 1
ECM Str.: 1
TCM Str.: 0

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

Crew:___________
Radar: A
Sonar: A

Wpn. Dir.
(4)
A or D
A or D

Mount(s)
Load
Rng ( Acc) Dmg [DP gun mod]
(8)
(P) 76mm twin (rof:1)
plenty
1 ( 14+ ) 1/6D6
(S) 76mm twin (rof:1)
( 19+ ) v. msl. & str. A/C
(A) 76mm twin (rof:1)
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
A
(P) Mk10 Hedgehog Lnchr(rof:1) Salvoes
1 ( 17+ ) 1/3D6
(S) Mk10 Hedgehog Lnchr(rof:1) Salvoes
__________________________________________________________________________________________________
Local
(B) 324mm Torpedo Tube (rof:1) A.244s ASW
1 turn @ 10 ( 10+ ) 1/3D6

(B) 324mm TT (rof:1)


A.244s ASW
(F) 533mm Torpedo Tubes (rof:1) Mk14 torp surface
non-homing

12/22/2010

johnny okane (order #7051525)

102

1 turn @ 10 ( 15+ ) 1D6+2 [ n/a ]

SURFACE BATTLE GROUP v3.0


Ship Name: General Belgrano
Ship Class: A.R.A. General Belgrano (CL) {ex- USS Phoenix; Brooklyn class}
Hull Pts.: 19
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 2
Max. Spd.: 6/3
ECM mod.: -6
TCM mod.: 0

Crew:___________
Radar: B
Sonar: A

Wpn. Dir.
Mount(s)
Load
Rng ( Acc) Dmg [DP gun mod]
(6)
(25)
MANUAL RELOAD
A or D
(PB) Sea Cat (rof:2)
Sea Cat msls
1 ( 15+ ) 1/6D6 [ 0 ]
A or D
(SB) Sea Cat (rof:2)

MAY FIRE EVERY OTHER TURN


_________________________________________________________________________________________________
A
(F) 6 triple (rof:1)
plenty
2.5 ( 14+ ) 2/3D6
(F) 6 triple (rof:1)
A

(A) 6 triple (rof:1)


(A) 6 triple (rof:1)
(M) 6 triple (rof:1)

may fire to either port OR starboard sides buy not fore or aft

__________________________________________________________________________________________________
A or D
(F) 5/25 single (rof:1)
plenty
1.25 ( 11+ ) 1/6D6
(F) 5/25 single (rof:1)
( 19+ ) v. msl. & str. A/C
(F) 5/25 single (rof:1)
( 13+ ) v. ASW A/C
(F) 5/25 single (rof:1)
A or D

(A) 5/25 single (rof:1)


(A) 5/25 single (rof:1)
(A) 5/25 single (rof:1)
(A) 5/25 single (rof:1)
__________________________________________________________________________________________________
Local
(F) 40mm Quad (rof:1)
plenty
3 ( 14+ ) 1/6D6
(A) 40mm Quad (rof:1)
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
(P) 40mm twin (rof:1)
(P) 40mm twin (rof:1)
(P) 40mm twin (rof:1)
(S) 40mm twin (rof:1)
(S) 40mm twin (rof:1)
(S) 40mm twin (rof:1)

plenty

(P) 20mm single (rof:1)


(S) 20mm single (rof:1)

plenty

3 ( 15+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C

3 ( 15+ ) 1/6D6
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
(A) Helo Pad & Hangar with capacity of 2; no helos on board

12/22/2010

johnny okane (order #7051525)

103

SURFACE BATTLE GROUP v3.0


Ship Name:_________________
Ship Class: A.R.A. Hercules (DDG)
Hull Pts.: 5
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0
Wpn. Dir.
(2)
A or D

DCC: 1
Max. Spd.: 7.5/4
ECM mod.: -6
TCM mod.: 0

Crew:___________
Radar: A
Sonar: A

Mount(s)
(9)
(F) Sea Dart (rof:2)

Load

Rng ( Acc) Dmg [DP gun mod]

Sea Dart

10 ( 11+ ) 1/6D6 [ -2 ]

(F) 114mm single (rof:1)

plenty

1.75 ( 12+ ) 1/6D6


( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
Local
(P) 20mm single (rof:1)
plenty
3 ( 15+ ) 1/6D6
(S) 20mm single (rof:1)
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
(P) 324mm Torpedo Tube (rof:1) A.244s ASW
1 turn @ 10 ( 10+ ) 1/3D6

(S) 324mm TT (rof:1)


A.244s ASW
__________________________________________________________________________________________________
A
(P) MM38 Exocet Lnchr (rof:1)
Exocet msl
6 ( 7+ ) 2/3D6 [ -1 ]
(S) MM38 Exocet Lnchr (rof:1)
Exocet msl
__________________________________________________________________________________________________
1 Alouette III Helo
(Fr.) AS.12
15 (12+) 1/6D6 [ 0 ]
OR
A.244s ASW
1 turn @ 10 ( 10+ ) 1/3D6

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

12/22/2010

johnny okane (order #7051525)

104

SURFACE BATTLE GROUP v3.0


Ship Name:_________________
Ship Class: A.R.A. Salta (SS) {ex-FRG Type 209 class}
Hull Pts.: (1)4
DCC: 1
Engine Str.: 1
Max. Spd.: (5.5)2.5 /4
ECM Str.: 0
ECM mod.: 0
TCM Str.: 0
TCM mod.: 0
EMP resistance mod when submerged: -6
Wpn. Dir.
(0)

Crew:___________
Radar: C (surface search only)
Sonar: A

Mount(s)
Load
(1)
(B) 533mm Torpedo tubes (rof:2) SST-4 torps
wire guided; surface
targets only
Mk37 torps
ASW

Rng ( Acc) Dmg [DP gun mod]


2 turns @ 9 ( 7+ ) 2D6 [n/a]
or 4 turns @ 8
2 turns @ 6 ( 9+ ) 2D6+1 [n/a]
or 7 turns @ 4

Due to exceptional sonar ranging capabilities this boat receives a +1 to its attack roll.

12/22/2010

johnny okane (order #7051525)

105

SURFACE BATTLE GROUP v3.0


Ship Name:_________________
Ship Class: A.R.A. Santa Fe (SS) {ex-US Guppy I class}
Hull Pts.: (1)4
DCC: 1
Engine Str.: 1
Max. Spd.: (3.5)4.5 /4
ECM Str.: 0
ECM mod.: 0
TCM Str.: 0
TCM mod.: 0
EMP resistance mod when submerged: -6
Wpn. Dir.
(0)

12/22/2010

johnny okane (order #7051525)

Crew:___________
Radar: C (surface search only)
Sonar: P

Mount(s)
Load
(1)
(B) 533mm Torpedo tubes (rof:3) Mk14 torps
surface only

106

Rng ( Acc) Dmg [DP gun mod]


1 turn @ 10 ( 15+ ) 1D6+2 [ n/a ]

SURFACE BATTLE GROUP v3.0


Ship Name:_________________
Ship Class: A.R.A. Sequi (DDG) {ex- USS Allen M. Sumner class}
Hull Pts.: 4
Engine Str.: 2
ECM Str.: 1
TCM Str.: 0

DCC: 1
Max. Spd.: 7.5/4
ECM mod.: -3
TCM mod.: 0

Crew:___________
Radar: A
Sonar: A

Wpn. Dir.
(4)
A or D

Mount(s)
Load
Rng ( Acc) Dmg [DP gun mod]
(10)
(F) 5/38 twin (rof:1)
plenty
1.75 ( 13+ ) 1/3D6
(F) 5/38 twin (rof:1)
( 19+ ) v. msl. & str. A/C
(A) 5/38 twin (rof:1)
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
A or D
(A) 76mm twin (rof:1)
plenty
1 ( 14+ ) 1/6D6
(A) 76mm twin (rof:1)
( 19+ ) v. msl. & str. A/C
( 13+ ) v. ASW A/C
__________________________________________________________________________________________________
(B) 324mm Torpedo Tube (rof:1) A.244s ASW
1 turn @ 10 ( 10+ ) 1/3D6

(B) 324mm TT (rof:1)


A.244s ASW
__________________________________________________________________________________________________
A
(B) Mk10 Hedgehog Lnchr (rof:1) salvoes
1 ( 17+ ) 1/3D6
Takes one turn to reload
__________________________________________________________________________________________________
A
(B) MM38 Exocet Lnchr (rof:1)
Exocet msl
6 ( 7+ ) 2/3D6 [ -1 ]
__________________________________________________________________________________________________
1 Alouette III Helo
(Fr.) AS.12
15 (12+) 1/6D6 [ 0 ]
OR
Mk46 torp ASW
2 turns @ 10 ( 7+ ) 1/3D6

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

12/22/2010

johnny okane (order #7051525)

107

SURFACE BATTLE GROUP v3.0


Ship Name: Veinticinco de Mayo
Ship Class: A.R.A. Veinticinco de Mayo (CVL)
Hull Pts.: 25
Engine Str.: 2
ECM Str.: 2
TCM Str.: 0

DCC: 3
Max. Spd.: 4.5/3
ECM mod.: -6
TCM mod.: 0

Crew:___________
Radar: A
Sonar: none

Wpn. Dir.
(0)
Local

Mount(s)
Load
Rng ( Acc) Dmg [DP gun mod]
(23)
(F) 40mm single(rof:1)
plenty
3 ( 15+ ) 1/6D6
(F) 40mm single(rof:1)
( 19+ ) v. msl. & str. A/C
(A) 40mm single(rof:1)
( 13+ ) v. ASW A/C
(A) 40mm single(rof:1)
(P) 40mm single(rof:1)
(S) 40mm single(rof:1)
(S) 40mm single(rof:1)
(S) 40mm single(rof:1)
(S) 40mm single(rof:1)
____________________________________________________________________________________________
3 - A-4Q Skyhawks (see aircraft form for details
6 - S-2E ASW planes (see aircraft form for details)
4 SH-3D Sea King Helos

Mk46 torpedo ASW

2 turns @ 10 ( 7+ ) 1/3D6

1 Alouette III Helo

(Fr.) AS.12
OR
A.244s ASW

15 (12+) 1/6D6 [ 0 ]
1 turn @ 10 ( 10+ ) 1/3D6

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

12/22/2010

johnny okane (order #7051525)

108

SURFACE BATTLE GROUP v3.0


Ship Name:______________________
Ship Class: Generic Pirate Speed Boats
Hull Pts.: 0*
Engine Str.: 1
ECM Str.: 0
TCM Str.: 0
Wpn. Dir.
None

DCC: 0
Max. Spd.: 10/9
ECM mod.: 0
TCM mod.: 0
Mount(s)
Hand held RPG-7 (rof:3)

Crew:_______
Radar: none
Sonar: none
Load
RPG-7

Rng ( Acc ) Dmg [ DP gun mod ]


0.5 (3+) 2/3D6**
(21+) vs. ALL Aircraft
**If a small weapon hits the speedboat and rolls a 0 for damage the crew must heave to and roll to save the boat.
Otherwise the boat is sunk. **The RPG-7 causes only 1/6D6 damage against combat vessels; freighters, etc. get 2/3D6.

Ship Name:______________________
Ship Class: Generic Pirate Fishing Boat or Cabin Cruiser
Hull Pts.: 0*
Engine Str.: 1
ECM Str.: 0
TCM Str.: 0
Wpn. Dir.
Local
Local

DCC: 0
Max. Spd.: 7/5
ECM mod.: 0
TCM mod.: 0
Mount(s)
Hand held RPG-7 (rof:4)
Hand held SA-7 (rof:3)

Crew:_______
Radar: none
Sonar: none
Load
RPG-7

SA-7

Rng ( Acc ) Dmg [DP gun mod ]


0.5 (3+) 2/3D6**
(21+) vs. ALL Aircraft
6 (9+) kill aircraft

**If a small weapon hits the cabin cruiser and rolls a 0 for damage the crew must heave to and roll to save the boat.
Otherwise the boat is sunk. **The RPG-7 causes only 1/6D6 damage against combat vessels; freighters, etc. get 2/3D6.

Ship Name:______________________
Ship Class: Generic Freighter (AF)
Hull Pts.: 8
DCC: 1
Crew:_______
Engine Str.: 1
Max. Spd.: 5/2
Radar: Navig. only
ECM Str.: 0
ECM mod.: 0
Sonar: depth only
TCM Str.: 0
TCM mod.: 0
Ship Name:______________________
Ship Class: Generic Tanker (AO)
Hull Pts.: 6
DCC: 1
Crew:_______
Engine Str.: 1
Max. Spd.: 5/2
Radar: Navig. only
ECM Str.: 0
ECM mod.: 0
Sonar: depth only
TCM Str.: 0
TCM mod.: 0
Ship Name:______________________
Ship Class: Generic Super Tanker (XAF-O)
Hull Pts.: 10
DCC: 1
Crew:_______
Engine Str.: 2
Max. Spd.: 4/1
Radar: Navig. only
ECM Str.: 0
ECM mod.: 0
Sonar: depth only
TCM Str.: 0
TCM mod.: 0

12/22/2010

johnny okane (order #7051525)

109

SURFACE BATTLE GROUP v3.0


Ship Name: Disco Volante III
Ship Class: Yacht / Pirate Ship
Combined Hulls:
Hull Pts.: 3*
Engine Str.: 1
ECM Str.: 1
TCM Str.: 0
Wpn. Dir.
(1)
Local
A or D
Local

DCC: 0
Max. Spd.: 6/4
ECM mod.: -3
TCM mod.: 0

Mount(s)
(X)
Hand held SA-7 (rof:3)
(B) SAN-6 (rof:2)
(A) 20mm single (rof:1)

Crew:____________
Radar: C
Sonar: A
Load
SA-7
2 SAN-6
plenty

Rng ( Acc ) Dmg [DP gun mod ]


6 (9+) kill aircraft
12 ( 7+) 1/2D6 [ -2 ]

3 ( 15+) 1/6D6
( 19+ ) v. strike A/C & missles
( 13+ ) v. ASW A/C

(A) 20mm single (rof:1)


(A) 20mm single (rof:1)

Hydrofoil Section: (Detached)


Hull Pts.: 2
DCC: 0
Engine Str.: 1
Max. Spd.: 12/4
ECM Str.: 1
ECM mod.: -3
Wpn. Dir.
(1)
A or D
Local

Mount(s)
(1)
(B) SAN-6 (rof:2)
Hand held SA-7 (rof:3)

Load
2 SAN-6
SA-7

Aft Hull Section: (Detached)


Hull Pts.: 1
DCC: 0
Engine Str.: 0
Max. Spd.: 0/6**
ECM Str.: 0
ECM mod.: 0
Wpn. Dir.
(0)
Local
Local

Mount(s)
(3)
Hand held SA-7 (rof:3)
(A) 20mm single (rof:1)

Crew:__same___
Radar: C
Sonar: A
Rng ( Acc ) Dmg [DP gun mod ]
12 ( 7+) 1/2D6 [ -2 ]

6 (9+) kill aircraft

Crew:___same_____
Radar: none
Sonar: none
Load
SA-7
plenty

Rng ( Acc ) Dmg


6 (9+) kill aircraft
3 ( 15+) 1/6D6
( 19+ ) v. strike A/C & missles
( 13+ ) v. ASW A/C

(A) 20mm single (rof:1)


(A) 20mm single (rof:1)

* If the hull sections are joined the Disco Volante has 3 hull points. If the aft hull section
is detached hull points are assigned to each section individually.
** The

aft hull section can be detached while in motion. It stops in one turn.

The hydrofoil section may not move faster than 6 until the aft section is detached. A
Lauch/Recover order is required to detach. Reattaching must be done at speed.

12/22/2010

johnny okane (order #7051525)

110

SURFACE BATTLE GROUP v3.0


Plane: An-74 (AEW)
ECM value: 0
Fuel Range:625
Load: Radar A

Speed: 5 to 10
Jamming:none
Dist. to Base:

Supersonic?:N
Crew:
In flight refuel? N

Plane:MiG-29 (Str)
Speed: 7 to 12 & 25
ECM value:-4
Jamming:Pod
Fuel Range:201
Dist. to Base:
Load: 1 gun burst,1 ECM pod, (2)AS-12 & (2)AA-11

Supersonic?:Y
Crew:
In flight refuel? N

Plane:MiG-29 (Str)
Speed: 7 to 12 & 25
ECM value:-4
Jamming:Pod
Fuel Range:201
Dist. to Base:
Load: 1 gun burst,1 ECM pod, (2)AS-14 & (2)AA-11

Supersonic?:Y
Crew:
In flight refuel? N

Plane:MiG-29 (Str)
Speed: 7 to 12 & 25
Supersonic?:Y
ECM value:-4
Jamming:Pod
Crew:
Fuel Range:242
Dist. to Base:
In flight refuel? N
Load: 1 gun burst,1 ECM pod, (2) drop tanks, (2)AS-12 & (1)AA-11
Plane:MiG-29 (Str)
Speed: 7 to 12 & 25
Supersonic?:Y
ECM value:-4
Jamming:Pod
Crew:
Fuel Range:242
Dist. to Base:
In flight refuel? N
Load: 1 gun burst,1 ECM pod, (2) drop tanks, (2)AS-14 & (1)AA-11
Plane:MiG-29 (Str)
Speed: 7 to 12 & 25
Supersonic?:Y
ECM value:-4
Jamming:Pod
Crew:
Fuel Range:242
Dist. to Base:
In flight refuel? N
Load: 1 gun burst,1 ECM pod, (2) drop tanks, (1)TN-1000 nuke & (1)AA-11
Plane:MiG-29 (Str)
Speed: 7 to 12 & 25
ECM value:0
Jamming:none
Fuel Range:201
Dist. to Base:
Load: 1 gun burst,(4)AA-10 & (2)AA-11

Supersonic?:Y
Crew:
In flight refuel? N

Plane:MiG-29 (Str)
Speed: 7 to 12 & 25
Supersonic?:Y
ECM value:-4
Jamming:Pod
Crew:
Fuel Range:201
Dist. to Base:
In flight refuel? N
Load: 1 gun burst,1 ECM pod, (4)FAB-1000 bombs & (1)AA-11
Plane:MiG-29 (Str)
Speed: 7 to 12 & 25
ECM value:0
Jamming:none
Fuel Range:201
Dist. to Base:
Load: 1 gun burst, (2) drop tanks, (2)AA-10 & (2)AA-11

Supersonic?:Y
Crew:
In flight refuel? N

Plane:Tu-22M Backfire (Bmbr) Speed: 7 to 12 & 25


ECM value:-4
Jamming: Internal
Fuel Range:1336
Dist. to Base:
Load: (1)tail gun burst, (2) AS-4

Supersonic?:Y
Crew:
In flight refuel? Y

Plane:Tu-22M Backfire (Bmbr) Speed: 7 to 12 & 25


ECM value:-4
Jamming: Internal
Fuel Range:1336
Dist. to Base:
Load: (1)tail gun burst, (3) AS-6

Supersonic?:Y
Crew:
In flight refuel? Y

Plane:Tu-22M Backfire (Bmbr) Speed: 7 to 12 & 25


ECM value:-4
Jamming: Internal
Fuel Range:1336
Dist. to Base:
Load: (1)tail gun burst, (12) FAB-1000 bombs

Supersonic?:Y
Crew:
In flight refuel? Y

12/22/2010

johnny okane (order #7051525)

111

SURFACE BATTLE GROUP v3.0


Plane:Tu-22M Backfire (Bmbr) Speed: 7 to 12 & 25
ECM value:-4
Jamming: Internal
Fuel Range:1336
Dist. to Base:
Load: (1)tail gun burst, (16) FAB-750 bombs

Supersonic?:Y
Crew:
In flight refuel? Y

Plane:Tu-22M Backfire (Bmbr) Speed: 7 to 12 & 25


ECM value:-4
Jamming: Internal
Fuel Range:1336
Dist. to Base:
Load: (1)tail gun burst, (18) FAB-500 bombs

Supersonic?:Y
Crew:
In flight refuel? Y

Plane:Tu-22M Backfire (Bmbr) Speed: 7 to 12 & 25


ECM value:-4
Jamming: Internal
Fuel Range:1336
Dist. to Base:
Load: (1)tail gun burst, (6) FAB-1000 bombs (2) AS-9

Supersonic?:Y
Crew:
In flight refuel? Y

Plane:Tu-22M Backfire (Bmbr) Speed: 7 to 12 & 25


ECM value:-4
Jamming: Internal
Fuel Range:1410
Dist. to Base:
Load: (1)tail gun burst, (1) AS-4

Supersonic?:Y
Crew:
In flight refuel? Y

Plane:Tu-22M Backfire (Bmbr) Speed: 7 to 12 & 25


ECM value:-4
Jamming: Internal
Fuel Range:1410
Dist. to Base:
Load: (1)tail gun burst, (1) AS-6

Supersonic?:Y
Crew:
In flight refuel? Y

Plane: Yak-38 Forger (Str)


Speed: 7 to 12
Supersonic?: N
ECM value: 0
Jamming: none
Crew:
Fuel Range: 90
Dist. to Base:
In flight refuel? N
Load: 4 AS-10 ASM or 4 FAB-500 UGB or 4 AA-8 AAM or 4 UV-32-57 rockets
Plane: Yak-38 Forger (Str)
Speed: 7 to 12
Supersonic?: N
ECM value: 0
Jamming: none
Crew:
Fuel Range:109
Dist. to Base:
In flight refuel? N
Load: 1 drop tank plus 2 AS-10 ASM or 2 FAB-500 UGB or 2 AA-8 AAM or 2 UV-32-57 rockets
Plane: Mi 24E Hind (helo)
ECM value: 0
Fuel Range: 63
Load: No weapons, 1 squad

12/22/2010

johnny okane (order #7051525)

Speed: 2.5
Jamming: 0
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? N

112

SURFACE BATTLE GROUP v3.0


Plane:A-6E Intruder (Bmbr)
Speed: 7 to 12
ECM value: 0
Jamming: none
Fuel Range:382
Dist. to Base:
Load:(1)drop tank, (1) Harpoon

Supersonic?: N
Crew:
In flight refuel? Y

Plane:A-6E Intruder (Bmbr)


Speed: 7 to 12
ECM value: 0
Jamming: none
Fuel Range:405
Dist. to Base:
Load:(2)drop tanks, (3) B57 nukes

Supersonic?: N
Crew:
In flight refuel? Y

Plane:A-6E Intruder (Bmbr)


Speed: 7 to 12
ECM value: 0
Jamming: none
Fuel Range:382
Dist. to Base:
Load:(1)drop tank, (22) Mk20 Rockeye bombs

Supersonic?: N
Crew:
In flight refuel? Y

Plane:A-6E Intruder (Bmbr)


Speed: 7 to 12
ECM value: 0
Jamming: none
Fuel Range:382
Dist. to Base:
Load:(1)drop tank, (8) Mk82 500# bombs

Supersonic?: N
Crew:
In flight refuel? Y

Plane:A-6E Intruder (Bmbr)


ECM value: 0
Fuel Range:360
Load:(5) Mk84 2000# bombs

Speed: 7 to 12
Jamming: none
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? Y

Plane:A-6E Intruder (Bmbr)


ECM value: 0
Fuel Range:382
Load:(1)drop tank, (4) HARM

Speed: 7 to 12
Jamming: none
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? Y

Plane:A-6E Intruder (Bmbr)


Speed: 7 to 12
ECM value: 0
Jamming: none
Fuel Range:382
Dist. to Base:
Load:(1)drop tank, (4) Walleye-II

Supersonic?: N
Crew:
In flight refuel? Y

Plane:E2-C Hawkeye (AEW)


ECM value:0
Fuel Range: 395
Load: Search Radar A

Supersonic?:N
Crew:
In flight refuel? Y

Speed: 5 to 10
Jamming: none
Dist. to Base:

Plane: A7-E Corsair II (Str)


Speed: 7 to 12
ECM value:0
Jamming: none
Fuel Range: 464
Dist. to Base:
Load: (1) Vulcan burst, (2) Sidewinders, (4) HARM

Supersonic?:
Crew:
In flight refuel? Y

Plane: A7-E Corsair II (Str)


Speed: 7 to 12
ECM value:0
Jamming: none
Fuel Range: 464
Dist. to Base:
Load: (1) Vulcan burst, (2) Sidewinders, (4) Walleye-II

Supersonic?:
Crew:
In flight refuel? Y

Plane: A7-E Corsair II (Str)


Speed: 7 to 12
Supersonic?:
ECM value:0
Jamming: none
Crew:
Fuel Range: 559
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (2) drop tanks, (2) Sidewinders, (18) Rockeyes
Plane: A7-E Corsair II (Str)
Speed: 7 to 12
Supersonic?:
ECM value:0
Jamming: none
Crew:
Fuel Range: 464
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (2) drop tanks, (2) Sidewinders, (12) 250# bombs
12/22/2010

johnny okane (order #7051525)

113

SURFACE BATTLE GROUP v3.0


Plane: A7-E Corsair II (Str)
Speed: 7 to 12
ECM value:0
Jamming: none
Fuel Range: 606
Dist. to Base:
Load: (1) Vulcan burst, (3) drop tanks, (1) B57 nuke

Supersonic?:
Crew:
In flight refuel? Y

Plane: A7-E Corsair II (Str)


Speed: 7 to 12
ECM value:0
Jamming: none
Fuel Range: 464
Dist. to Base:
Load: (1) Vulcan burst, (2) Sidewinders, (36) 250# bombs

Supersonic?:
Crew:
In flight refuel? Y

Plane: F-14D Tomcat (Ftr)


Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 337
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (2) drop tanks, (2) Sidewinders, (6) Phoenix [cant land with 6 Phoenix]
Plane: F-14D Tomcat (Ftr)
Speed: 7 to 12 & 25
ECM value: 0
Jamming: none
Fuel Range: 370
Dist. to Base:
Load: (1) Vulcan burst & Tanker

Supersonic?: Y
Crew:
In flight refuel? Y

Plane: F-14D Tomcat (Ftr)


Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 391
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (2) drop tanks, (2) Sidewinders, (2) Sparrow, (4) Phoenix
Plane: F15-C Eagle (Ftr)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value:0
Jamming: none
Crew:
Fuel Range:459
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (2) drop tanks, (4) Sidewinders, (4) Sparrow
Plane: F15-C Eagle (Ftr)
Speed: 7 to 12 & 25
ECM value:0
Jamming: none
Fuel Range:532
Dist. to Base:
Load: (1) Vulcan burst, (3) drop tanks, (4) Sparrow

Supersonic?: Y
Crew:
In flight refuel? Y

Plane: F15-C Eagle (Ftr)


Speed: 7 to 12 & 25
ECM value:0
Jamming: none
Fuel Range:459
Dist. to Base:
Load: (1) Vulcan burst, (1) drop tanks, (8) AMRAAM

Supersonic?: Y
Crew:
In flight refuel? Y

Plane: EA-6B Prowler (ECM)


ECM value: -4
Fuel Range:257
Load: none

Speed: 7 to 12
Jamming: Pod
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? Y

Plane: EA-6B Prowler (ECM)


ECM value:-5
Fuel Range:257
Load: (3) jam pods, (2) HARM

Speed: 7 to 12
Jamming: pods
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? Y

Plane: EA-6B Prowler (ECM)


ECM value: -6
Fuel Range:257
Load: (5) jam pods

Speed: 7 to 12
Jamming: pods
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? Y

Plane: E-3 Sentry (AEW)


ECM value:0
Fuel Range:1093
Load: Type A radar

Speed: 5 to 10
Jamming: none
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? N

12/22/2010

johnny okane (order #7051525)

114

SURFACE BATTLE GROUP v3.0


Plane: B52-G (Bmbr)
ECM value: 0
Fuel Range: 1980
Load: (8) Harpoon

Speed: 7 to 10
Jamming: none
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? Y

Plane: B52-G (Bmbr)


ECM value: 0
Fuel Range: 1980
Load: (8) GBU-15

Speed: 7 to 10
Jamming: none
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? Y

Plane: B52-G (Bmbr)


Speed: 7 to 10
ECM value: 0
Jamming: none
Fuel Range: 1980
Dist. to Base:
Load: (51) M117- 750# bombs

Supersonic?: N
Crew:
In flight refuel? Y

Plane: F/A-18 Hornet (Str)


Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 353
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (3) drop tanks, (2) Sparrow, (4) Sidewinder
Plane: F/A-18 Hornet (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 297
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (1) drop tank, (8) Rockeye, (2) Sidewinder
Plane: F/A-18 Hornet (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 297
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (1) drop tank, (4) Sparrow, (2) Sidewinder
Plane: F/A-18A Hornet (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 297
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (1) drop tank, (4) Harpoon, (2) Sidewinder
Plane: F/A-18A Hornet (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 297
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (1) drop tank, (4) HARM, (2) Sidewinder
Plane: F/A-18A Hornet (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 297
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (1) drop tank, (4) Maverick, (2) Sidewinder
Plane: F/A-18A Hornet (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 353
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (3) drop tanks, (2) Harpoon, (2) Sidewinder
Plane: F/A-18A Hornet (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 353
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (3) drop tanks, (2) HARM, (2) Sidewinder
Plane: F/A-18A Hornet (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: none
Crew:
Fuel Range: 353
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (3) drop tanks, (2) Maverick, (2) Sidewinder
12/22/2010

johnny okane (order #7051525)

115

SURFACE BATTLE GROUP v3.0


Plane: F-111F (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: -4
Jamming: pod
Crew:
Fuel Range: 579
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (1) ECM pod, (4) GBU-15, (2) Sidewinder
Plane: F-111F (Str)
Speed: 7 to 12 & 25
ECM value: -4
Jamming: pod
Fuel Range: 579
Dist. to Base:
Load: (1) Vulcan burst, (1) ECM pod, (24) Mk82 500# bombs

Supersonic?: Y
Crew:
In flight refuel? Y

Plane: F-111F (Str)


Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: -4
Jamming: pod
Crew:
Fuel Range: 648
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (1) ECM pod, (2) drop tanks, (12) Mk82 500# bombs
Plane: F-111F (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: -4
Jamming: pod
Crew:
Fuel Range: 717
Dist. to Base:
In flight refuel? Y
Load: (1) Vulcan burst, (1) ECM pod, (4) drop tanks, (1) B61 nuke, (2) Sidewinder
Helo: CH-53 (air assault)
Speed: 2.5
ECM value: 0
Jamming: 0
Fuel Range: 60
Dist. to Base:
Load: 3 squads or 1 platoon plus (2) 20mm(r) cannon

Supersonic?: N
Crew:
In flight refuel? Y

Helo: SH-3H
ECM value: -2
Fuel Range: 152
Load: 3 squads

Speed: 2.5
Jamming: 0
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? N

Helo: SH-60H
ECM value: -2
Fuel Range: 100
Load: 1 squad

Speed: 2.5
Jamming: 0
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? N

Helo: SH-60H
ECM value: -2
Fuel Range: 100
Load: 1 Penguin ASM

Speed: 2.5
Jamming: 0
Dist. to Base:

Supersonic?: N
Crew:
In flight refuel? N

Helo: SH-60H
Speed: 2.5
ECM value: -2
Jamming: 0
Fuel Range: 100
Dist. to Base:
Load: 1 Mk46 NEARTIP torpedo

Supersonic?: N
Crew:
In flight refuel? N

Plane: P-3C Orion (ASW)


Speed: 5 to 10
Supersonic?: N
ECM value: 0
Jamming: 0
Crew:
Fuel Range: 1100
Dist. to Base:
In flight refuel? Y
Load: 87 sonobouys, Type A radar, 1 Harpoon and 2 Mk46 torps.

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Argentina (Malvinas)
Plane: A-4Q Skyhawk (Str)
Speed: 7 to 12
ECM value: 0
Jamming: none
Fuel Range:218
Dist. to Base:
Load: (2) 20mm cannon, (3) 2000lb bombs

Supersonic?: N
Crew:
In flight refuel? Y

Plane: A-4Q Skyhawk (Str)


Speed: 7 to 12
Supersonic?: N
ECM value: 0
Jamming: none
Crew:
Fuel Range:300
Dist. to Base:
In flight refuel? Y
Load: (2) 20mm cannon, (1) Drop tank, (4) 500lb bombs or LAU-69B [ASR]
Plane: A-4Q Skyhawk (Str)
Speed: 7 to 12
ECM value: 0
Jamming: none
Fuel Range:341
Dist. to Base:
Load: (2) 20mm cannon, (3) drop tanks, (2) 2000lb bombs or M.

Supersonic?: N
Crew:
In flight refuel? Y
Pescador missiles [ASM]

Plane: Super Etendard (Str)


Speed: 7 to 12
Supersonic?: N
ECM value: 0
Jamming: none
Crew:
Fuel Range: 294
Dist. to Base:
In flight refuel? Y
Load:1 600L drop tank, (2) AS.30 [ASM], (2) R550 Magic [ATA]
Plane: Mirage F1.C (Str)
Speed: 7 to 12 & 25
Supersonic?: Y
ECM value: 0
Jamming: 0
Crew:
Fuel Range: 261
Dist. to Base:
In flight refuel? Y
Load: (2) 30mm cannon, (2) AS.30 [ASM], (2) R550 Magic [ATA]
Plane: S-2E Tracker (ASW)
ECM value: 0
Fuel Range:200
Load: (2) Mk46 ASW torps

Speed: 5 to 10
Jamming: 0
Dist. to Base:

Supersonic?:N
Crew:
In flight refuel? N

British (Falklands)
Plane: Sea Harrier I (Str)
Speed: 7 to 12
ECM value: 0
Jamming: none
Fuel Range:155
Dist. to Base:
Load: (2) 30mm cannon, (2) Sea Eagle [ASM], (2) Sidewinder

Supersonic?:N
Crew:
In flight refuel? Y

Plane: Sea Harrier I (Str)


Speed:7 to 12
Supersonic?:N
ECM value: 0
Jamming: none
Crew:
Fuel Range: 202
Dist. to Base:
In flight refuel? Y
Load: (2) 30mm cannon, (2) big drop tanks, (3) 1000lb bombs or BL755 cluster bombs
Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

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Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

Plane:
ECM value:
Fuel Range:
Load:

Speed:
Jamming:
Dist. to Base:

Supersonic?:
Crew:
In flight refuel?

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

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You listed Crew for the aircraft, what is this for? [ Its for the air crew quality rating; good, average or poor
similar to the ships crew. +1 for good, zero for average and -1 for poor. This is important.]
For example,based upon experience, I would change the noise modifiers for various platforms. Such as
Victor III, Akula, LA, Spruance, Perry, etc. For example: a Soviet Kilo has a -1 but when ultra quiet can
get an additional -2. Yeah, -3 is a lot but a diesel boat on the battery is very quiet. [And with the silent
running modifier you get the extra -2 mod. Whatever you want to call it the silent running modifier is meant to
represent the crew being as quiet as they can possibly be. Whether you call it silent running or ultra quiet makes no
difference. The modifier is meant to reflect the intent of the skipper and crew, not the design level of the boat.
A -1 for design plus a -2 for silent running gets you the -3 result. Let me know what the design driven
modifiers should be if you disagree.]
What stats are for a Vulcan burst? [Air-to-air is on p.30 as 20mm (r)]
What does drop tanks do? [Extra fuel extends range but also changes certain ordnance options. See Fuel Range
rating and compare load out configurations of the same planes.]
Pg 2: All aircraft figures have only 1 hit point. Yet figure scale fix wing a/c, str a/c and bombers have
a 4:1 ratio. I would say these a/c which fly in squadron formation takes 4 hit points. Of course any hits will
proportionally decrease the offensive load by the same %. Or how does that work, I cannot find the RoF
for offensive aircraft. Lets say I have a F-14D stand (4 a/c), do I roll x8 if I want to fire the sidewinders?
[Aircraft may fire everything they have in one turn if they have the targets. They are limited by the amount of
ordnance they carry. The rate of fire doesnt matter in this instance. In order to speed up play and keep it simple
rather than track hit points for each squadron I use the all or nothing approach. Remember that the number of
missiles on a ship or plane is divided by 4; round up for offense and down for defense.]
Pg 2: Submarines may fire missiles when submerged unless stated otherwise.
All the subs you have can fire from a submerged state. Examples would be
the Soviet Echo SSGN, Whiskey Long-bin. I realize wording like this means more future additions. [If the
Echo and Whiskey cannot launch when submerged, please confirm. If so, Ill specify it]
Pg7: You list remote detection by helo, the tables do not mention a search capability ie. Radar type. B
maybe due to greater distance seen due to height advantage? [That is basically correct. The altitude factor
extends the distance to the horizon so much that further distinctions seemed unnecessary.]
Pg 19: I would maybe add anytime you use a DCC party beyond its value, you incur a consecutive -1
mod. Being only 5 min, a DCC party cannot do everything.
[You interpreted my intent very well. That is exactly what I meant to have happen. When the DCC count is used up
a consecutive and cumulative modifier is applied: -1, then -2, then -3, etc.]
Pg 19: Oiler fires, should Crew quality modifiers are applicable. be there?
[Yes. If an oiler is in play a crew quality rating is required for the oilers crew]
Pg 21: Guns in local control, you mention (17+) against vessels, this is the only place you mention this.
Should there be a standard Director controlled accuracy value against vessels (for non local control), lets
say (15+)? [No, automated directors will interface differently as a system for pairing each gun mount and missile
design. This is because mechanical tolerances are so much larger than electronic tolerances. The humans have to
keep things calibrated. Wear and corrosion are factors as well.]
Surface to Surface Weapons: Maybe add which ones can be fired from a shore launcher. Example would
be your Iranian scenario. [Maybe Im wrong but I assume that anything that can be launched from a ship can be
launched from a shore battery if the battery is built with the missile/launcher system in mind.]
Aircraft being launched this turn are now placed on the playing surface adjacent to the vessel launching
them. They do NOT move this turn. What about missiles and torpedoes are they also placed adjacent
the turn of launch or are they moved their full turn distance? [Torpedoes and missiles move immediately,
aircraft would too except for the increased vulnerability of the ship and aircraft when aircraft are being handled on
deck. The reason for the delay is to give the opposition a chance to catch them when they are most vulnerable. That
is why this phase comes after movement and combat. Call it the Midway Effect if you like.]
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Arcs of Fire: In that section you mention the following: Aft, Stern, P/S Bow Qtrs, Port,
Stbd, Forward, Bow and Broadside arcs.
In the ship data you have:
(B) Bow, (F) Forward, (M) Midships, (S) Starboard, (SF) Std Fore, (SB) Std Bow, (SQ) Stb Quarter, (SA)
Stb Aft, (SM) Stb Midships, (P) Port, (PF) Port Fore, (PB) Port Bow, (PQ) Port Qtr, (PA) Port Aft, (PM)
Port Mid., (A) Aft.
Is the Bow and Forward the same thing since the ships reference is the bow point? Maybe take away the
Forward part and redesignate as Bow? [Bow and Forward are interchangeable. The full arc is 270 degrees.]
I was thinking since wire guided torps are tethered by that wire, include in the rules if the launcher turns
>90 in course the wire breaks, or if it accelerates to >20kts speed. [That is an interesting idea you have
there. Twenty knots equates to 5 inches of movement. Unless the torpedo goes dormant (which is something else to
ponder for the rules) it will almost always be faster than the sub. Why wouldnt that break the wire? If the relative
velocities are closer, would that not put less stress on the wire instead of more? Ive got to think about that one. As
for the effects of a sudden large change in direction it sounds good, but dont the torpedoes change direction at times
when they are homing? Again, this requires more thought. I have to consider how much these ideas effect the feel of
the game and speed of play. Do we need more detail or is this too much? Ill have to run a few trials.]
On page 15, under "Initiative for Strike Aircraft", second to last sentence: how can the side that lost the
initiative run out of cards, since the "Initiative for Offensive Fire" section above says an extra card should
be added to each deck?
[You are correct in your reading of the "Initiative for Offensive Fire" section. Running out of cards SHOULD never
happen. In play testing however, the GM has occasionally not managed the number of cards in the initiative deck
correctly. This is not a problem at all when there are no strike aircraft involved as each card activates one ship or the
ASW assets. The GM can quickly add a card or two to the deck or simply let the "uncarded" ships fire last.
With strike aircraft having their own initiative relative to each other and yet activated by the same deck of cards, the
resolution of the card count error needed to be clarified. In the case of such errors with the iniative deck the initiative
roll takes precedence over the error in the deck FOR STRIKE AIRCRAFT ONLY.
Because ASW aircraft do NOT have initiative relative to each other and share the same initiative roll as the surface
ships the card count issue doesn't really cause a problem. The overall commanders made their choices assuming that
the card count was correct. It is possible (and I've seen it happen) that the shuffling of the deck gives a very weird
and "un-random" distribution of activations.]

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Damage Class Tables:
For Explosive Warheads (missiles, torpedoes, depth charges etc.)
Class Damage Warhead Weight (kg)
I
1/6D6
1 to 50
II
1/3D6
51 to 90
III
1/2D6
91 to 140
IV
2/3D6
141 to 185
V
1D6
186 to 225
VI
1D6+2
226 to 270
VII
2D6
271 to 310
VIII 2D6+1
311 to 400
IX
2D6+2
401 to 455
X
2D6+3
456 to 550
XI
3D6+2
551 to 910
XII
3D6+6
911 to 1050
For Solid Shells
Class Damage Shell Size (mm), rate of fire also affects damage rating
20mm to 40mm, 57mm(single & twin), 76mm(single & twin) 85mm, 110mm, 114mm(single), 127mm/25(5
I
1/6D6
II
III
IV
V
VI
VII
VIII
IX
X
XI
XII

1/3D6
1/2D6
2/3D6
1D6
1D6+2
2D6
2D6+1
2D6+2
2D6+3
3D6+2
3D6+6

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inch single)
57mm(quad), 76mm OTO Melara, 100mm(single,), 114mm(twin) 130mm/58(twin)
Auto 100mm(single), 203mm{8 inch}(single), 127/54mm{5 inch},
152mm{6 inch/47}(triple), 152mm/57(triple)
203mm (8 inch)(triple)
Auto 130mm/70 twin

Special 406mm{16inch} firing a discarding sabot round of 152mm{6inch} GPS guided to target

406mm{16 inch}(triple)

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Scenario # 1
The Enemy Below; Redux (Ship counters provided)
This scenario is based on one of my favorite WW2 movies. Robert Mitchum was the skipper of a USN
destroyer. Curt Jurgens was the U-boat commander. If you havent seen it, rent The Enemy Below.
In this game a Kilo class submarine is pitted against a Perry class frigate. It is definitely meant as a starter
scenario. It will get you familiar with the core mechanics and basic weapon systems such as placing
orders, detection, launch and recovery of aircraft, combat and morale.
5 ft. (2.5m) x 3 ft. (1m)
Kilo
start
zone

Perry
start
zone

6 or
15cm

6 or
15cm

Ships can start at any speed they choose (see ship form for maximum speed and rate of change). The
Perry does NOT have any helicopters airborne at the start. If you want them you will have to launch them.
Both crews are rated as average.
Victory conditions are simple. Sink the other boat without getting sunk.
You might want to play it a second time with one good crew and one poor crew; just get the feel for crew
quality effects.

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Scenario #2 Breakthrough (Ship counters provided)
This scenario is a small surface action in the North Atlantic where the Russians must break through the
USN screening forces. Special Rules: NO NUKES! Both sides may start with Helicopters up and within 3
of the parent vessel,
USN surface battle group:
One I-Spruance with an average crew
One O.H. Perry with an average crew
One Arleigh Burke with an average crew
Russian surface battle group:
One Slava with an average crew
Two Sovremennys with one average crew and one poor crew
6 ft. (1.8m) x 4 ft. (1.2m), BOTH set up zones are 6 inches (15cm) wide
USN Set Up Zone

Russian Set Up Zone

Victory conditions: The Russians must exit at least one ship off of the USN board edge to win. Anything
else is a US victory.

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Scenario #3 Middleweight Bout (Ship counters provided)
Recommended number of players: 4 to 7.
Hidden movement for submarines also recommended. Special Rules; No Nukes. Both sides may start
with Helicopters up and within 3 of the parent vessel,
USN battle group:
1 Arleigh Burke, Average crew
1 Ticonderoga, Average crew
2 Los Angeles SSNs, Both with good crews
1 O.H. Perry, Average crew
1 Spruance, Average crew
1 Belknap, Average crew
Russian battle group:
2 Krivak IIs, one average crew, one poor crew
2 Udaloys, one average crew, one poor crew
2 Sovremennyys, both with average crews
1 Slava, good crew
1 Oscar, average crew
1 Akula, average crew
8 ft. (2.5m) x 5 ft. (1.5m), Surface ships start 8 inches (20cm) from the edge. Submarines set up 2.5 ft.
(76cm) from the edge. Submarines MAY set up in their sides surface zone. ONLY submarines may set up
in their sides submarine set up zone.
USN Surface set up Zone

USN Submarine set up


Zone

Russian Submarine set up


Zone

Russian Surface Zone

Objective: Drive the enemy from the board.


Victory Points:
USN: Lose 2 or fewer ships; 3VP
Russians: Lose 2 or fewer ships; 3VP
Lose 3-4 ships; 2VP
Lose 3-5 ships; 2VP
Lose 5-6 ships; 1VP
Lose 6-8 ships; 1VP
Lose all 7 ships; -2VP
Lose all 9 ships; -2VP
The winner is determined by the victory point differential.
Difference of: 0 = A Tie
1 = Minor Tactical Victory
2 = Tactical Victory
3 = Operational Victory
4 or more = Strategic Victory

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Scenario #4 King of the Hill (Ship counters provided, except for big helicopters)
This is an air landing operation for both sides. Both sides have been ordered to put their marines onto the
island. Recommended number of players is 7-9. Hidden movement for subs is also recommended. No
Nukes. Both sides may start with helicopters up and within 3 of the parent vessel,
USN battle group:
1 Tarawa with 1 Harrier & 4 CH-53 transport helicopters; ship has an average crew, the aircraft crews
are good
1 O.H. Perry, average crew
1 Arleigh Burke, average crew
1 Ticonderoga, good crew
2 Los Angles SSNs, good crews
1 Spruance, average crew
2 F-18s, good crews; may enter board on turn 2
Russian battle group:
1 Moskva with 12 Mi-24E helos & 6 ASW helos; average crew
1 Slava, average crew
1 Oscar, average crew
1 Akula, good crew
2 Sovremennyy, average crew AND poor crew
2 Udaloy, average crews
2 Krivak II, average crew AND poor crew
3 MiG 29s, average crews. May enter board on turn 2
1 Tu-22M, good crew, May enter board on turn 2
8 ft.(2,5m) x 5 ft.(1.5m) with one 12 inch (30cm) diameter island in the center.
USN Set Up Zone

Russian Set Up Zone


Victory Conditions: The winner is the side with the most marine squads on the island. Each side gets 12
squads.

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Scenario #5 Demolition Derby (Ship counters provided)
Objective: Clear the sea lanes; drive the enemy away.
Recommended number of players: 4 to 7.
Hidden movement for submarines is recommended.
Special Rules: No Nukes. Both sides may start with helicopters up and within 3 of the parent vessel,
USN battle group:
1 Iowa, average crew
1 O.H. Perry, average crew
1 Arleigh Burke, average crew
1 Ticonderoga, average crew
1 Spruance, average crew
2 Los Angeles, good crew
Russian battle group:
1 Kirov, average crew
1 Oscar, average crew
1 Akula, good crew
2 Udaloy, average crews
2 Sovremennyy, average crews
1 Slava, average crew
2 Krivak II, poor crews

8 ft.(2,5m) x 5 ft.(1.5m) All surface vessels start within 6 inches (15cm) of their respective board
edge. All submarines start within 3 feet (1m) of their respective board edge.
USN Surface Start Zone

USN Sumarine Start Zone

Russian Submarine Start


Zone

Russian Surface Start Zone

Victory Conditions: Youll know it when you see it. If its debatable its a draw.

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Scenario #6 Convoy Around the Horn
Recommended number of players: 2 to 4
Special rules: The speed boats must be launched from the pirate freighter with a Launch/Recover order
(L/R). The pirate freighter can launch no more than 4 speedboats per turn. The USS Freedom and USS
Independence are 28 inches off the board edge at the start of play. This means that at best speed they
can get 5 inches on to the board on turn three. Both the Freedom and the Independence have 3 squads
of Marines on board; two of which may be airlifted onto freighters by the SH-60 helicopters. (i.e. each helo
carries one squad). If a freighter targeted by the pirates fails morale the crew shuts down the engines and
coasts to a stop. If the pirates get into contact with the stopped freighter and put a prize crew aboard the
pirates win. If a Marine squad gets on board a freighter before the pirates get aboard, that freighter may
not be taken. If an LCS or freighter is sunk one helicopter will spend 1D6 turns picking up survivors.
USN battle group:
1 Freedom, average crew
1 Independence, average crew
4 Freighters, average crew
Somali Pirates:
1 Freighter with 6 speed boats, all average crews
1 Fishing boat, average crew
1 Disco Volante III, good crew
4 ft.(1.2m) x 6 ft(1.8m) One of the long sides is the coastline of Africa. No exiting the board on that edge
is allowed.
Coastline
Freighter
zone 9in.
(22cm) sq

Pirate set up zone


6in(15cm) x 36in(0.9m)

USN entry turn 3

Victory conditions: The pirates win if they can get one freighter to have a morale failure and get the fishing
boat or three speed boats to the freighter to place the prize crew aboard

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Scenario #7 Thunder in the South Atlantic 1982
This is a hypothetical Falklands/Malvinas engagement, It postulates a more aggressive Argentine
strategy. Special Rules: No Nukes. No helos up at start.
Her Majestys battle group:
1 Churchill SSN, good crew
1 Swiftsure SSN, good crew
1 Bristol DDG, average crew
3 Amazon FFG, average crew
2 Broadsword FFG, average crew
2 County DDG, average crew
2 Rothesay FFG, average crew
2 Harriers from the Hermes 48 nm (12 feet) away, good crews
12 ships total (plus: 2 aircraft and up to 9 helos)
Argentine battle group:
1 General Belgrano, average crew
1 Salta SS, average crew
1 Santa Fe SS, average crew
1 Hercules DDG, average crew
3 Drummond FFG, average crew
1 Comodoro Py DDG, average crew
1 Segui DDG, average crew
1 Garcia DD, average crew
2 F4-Q Skyhawk from the Vienticinco de Mayo 12 away, average crews
1 Super Etendard from the Malvinas 50 away, average crew
2 Mirage F1.Cs from the Malvinas 50 away, average crews
2 S-3E Tracker ASW planes from the Vienticinco de Mayo 12 away, average crews
10 ships total (plus: 7 aircraft and up to 3 helos)
8 ft. (2.5m) x 5 ft. (1.5m)
British set up zone up to 24
inches (60cm) ships &
subs.

British subs only. 6 inches

Arg. Subs only. 6 inches

Argentine set up zone up to


24inches (60cm) ships &
subs

Victory Conditions: One side must sink twice as many ships as they lose. Any other result is a draw.

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SURFACE BATTLE GROUP v3.0


Scenario #8 The Gauntlet
This is a scenario for the Straits of Hormuz in the Persian Gulf. The US Navy is escorting a group of
freighters through the SoH into the PG. The Iranian Navy attacks the convoy with surface vessels,
submarines, shore based missile batteries and MiG-29s.
Special rules:
The four freighters do not get cards for the initiative deck; they are unarmed. The three Iranian shore
batteries each have six missiles with a rate of fire of two and only one card in the initiative deck. The long
sides of the board are the coast lines of Iran and Oman. The Iranian PS and PTG class boats fire as
groups because they grouped under one initiative card. RULES OF ENGAGEMENT: If the Iranians are
detected within 2 feet (60cm) of a USN vessel, the USN may open fire. If the Iranians stay beyond 2 feet
the USN may not fire; but the USN may close range to within 2 feet to escort the freighters. The USN may
have one helo up and within 3 of the parent vessel.
USN battle group:
1 Ticonderoga CG, average crew
1 O.H. Perry FFG, average crew
1 Los Angeles SSN, good crew
1 Spruance DD, average crew
1 E-2C Hawkeye airborne at start and 12ft off-board, good crew
1 EA-6B Intruder airborne at start and 6ft off-board, good crew
1 F/A-18 Hornet airborne at start and 6ft off-board, good crew
4 Freighters, average crew
Iranian Navy battle group:
3 Saam FF, average crews
2 Bayandor PS, poor crews. ONE INTIATIVE CARD
3 Tareq SS, poor crews
5 PTG (French Combattante II), poor crews ONE INITIATIVE CARD
3 Shore Batteries, 3ft off-board and 3ft apart each with 3 C-802 missiles and average crews
1 MiG-29, airborne at start and 6ft off-board, poor crew
8 ft. (2.5m) x 5 ft. (1.5m)
Coastline of Iran
USN Start Zone 12(30cm)

Iranian Submarine Start


Zone. 1ft(30cm)

Iranian Start Zone


Mandatory for Surface
vessels, Optional for
Submarines. 4ft(1.3m)

Coastline of Oman
Victory Conditions: If the USN loses only the Perry class frigate it is a minor victory for the USN. If the US
loses more than one ship including freighters it is an Iranian victory.

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