Professional Documents
Culture Documents
Naval Command
Contents
Introduction ............................................................................................................................................. 2
Scale ........................................................................................................................................................ 2
Gaming Equipment ................................................................................................................................. 3
Ship Characteristics ................................................................................................................................ 4
Ship Characteristics ............................................................................................................................ 4
Weapon System Characteristics .......................................................................................................... 4
Aircraft Characteristics ....................................................................................................................... 5
Turn Sequence ........................................................................................................................................ 5
Initiative Phase ........................................................................................................................................ 5
Roll for Initiative................................................................................................................................. 5
Declare Detection Status ..................................................................................................................... 5
Movement Phase ..................................................................................................................................... 6
Ship Movement ................................................................................................................................... 6
Helicopter and AEW Aircraft Movement ........................................................................................... 6
Submarine Movement ......................................................................................................................... 6
Detection Phase ....................................................................................................................................... 7
Active Radar (ESM) Detection ........................................................................................................... 7
Passive Radar Detection ..................................................................................................................... 7
Submarine and Sonar Detection .......................................................................................................... 7
Attack Phase............................................................................................................................................ 8
Sequence of Play ................................................................................................................................. 8
Viable Targets ..................................................................................................................................... 8
Strike and Intercept Aircraft ................................................................................................................... 9
Launching Fixed Wing Aircraft .......................................................................................................... 9
Intercept Missions ............................................................................................................................... 9
Strike Missions.................................................................................................................................... 9
Helicopters and AEW Aircraft .............................................................................................................. 10
Strike Helicopters.............................................................................................................................. 10
Firing at Helicopters and AEW Aircraft ........................................................................................... 10
Surface to Surface Missiles SSMs ........................................................................................................ 11
Missile Attacks.................................................................................................................................. 11
Gunnery ................................................................................................................................................ 12
Torpedoes.............................................................................................................................................. 12
Torpedo Attacks ................................................................................................................................ 12
Damage ................................................................................................................................................. 12
Damage Control Phase .......................................................................................................................... 13
Damage Control ................................................................................................................................ 13
Special Features .................................................................................................................................... 14
Introduction
Naval Command is a set of wargame rules for recreating naval battles with fleets of miniature
warships in the age of the guided missile and jet aeroplane. Covering the period from the late 1950s to
the modern day or near future. The game can be played with fleets ranging in size form one or two
ships per side to full sized battlegroups of ten or more ships.
The aim when designing these rules was to create a game that captures the feel and provides a fairly
accurate re-creation of modern naval engagements but is still relatively quick to play with reasonably
sized fleets and does not require excessive bookkeeping and paperwork (a common problem with
naval wargame rules).
Ship damage has been heavily simplified to make keeping track of a ships current level of damage
much simpler thus reducing the need for complicated ship data sheets and other paperwork.
Shipboard weapon systems have also been simplified for the purposes of these rules. Due to the vast
array of weapon systems found on modern warships many have been grouped together. For example
defensive weapons such as AA guns, SAMs (Surface to Air Missiles) and CIWS (Close in Weapon
Systems) have been grouped together and included in a single defence characteristic for each ship.
Unlike many naval game systems movement is also much straighter forward. As modern battles take
place over massive distances and modern ships are far more manoeuvrable than there historical
counterparts the precise turns and movements of a ship do not need to be simulated especially at the
scale used in these rules, therefore ships in these rules are free to move and turn how they wish and
are only limited by their maximum speed.
Scale
Each model ship represents one actual ship. A single helicopter also represents one real helicopter.
Each aircraft model represents one squadron or attack formation of aircraft.
Most naval wargames need to make concessions when presenting distance and time scales as modern
naval engagements are carried out over massive distances and with large variations in speed between
ships, aircraft and missiles. In these rules the ground scale of 1 approximately equalling nautical mile
(Nm).
Each movement phase represents approximately 15 minutes of real time. While the attack phase
represents approximately two or three minutes of real time.
Helicopter speeds have been reduced for these rules as they are assumed to be flying at a slower speed
carrying out search manoeuvres. Aircraft speeds have also been reduced from their maximum as it is
assumed they are flying at a slower combat speed.
All measurements in the game are in inches and are measured from the centre points of the model
ships, aircraft or submarines.
Gaming Equipment
The following items are required to play a game using these rules.
A playing area such as a table covered with a blue cloth. 6 x 4 is a good size but larger can be
used if players wish.
Miniatures to represent the ships. Any scale can be used but larger models may require some
changes in ranges and scales to fit on a normal sized table. The rules were developed and tested
using 1/3000 scale miniatures.
A tape measure or other measuring instrument marked in inches.
A number of ten sided dice referend to in the rules as d10
A number of 6 sided dice in two different colours. One to represent damage points, the other for
damage levels. (At least one of each colour will be required per ship).
The following counters are also required to play this game. They are available to copy and print at the
end of these rules. Players may wish to use alternative markers as long as these are agreed before play
starts by both players.
Detected (Active)
Marks when a ship has been successfully detected by active systems. The ship may be targeted
by missiles and aircraft if in range.
Torpedo
These are used in the same way as the missile counters.
Shallow
This is used to indicate a submarines current depth.
Deep
This is also used to indicate a submarines current depth.
Ship Characteristics
Ship Characteristics
Each ship has its own data card. This lists all of the ships features and characteristics. It also gives
details of the primary weapon systems carried on board and any aircraft carried.
Defensive weapon systems such as AA guns, SAMs (Surface to Air Missiles, PDMS (Point Defence
Missile Systems) and CIWS (Close In Weapon Systems) are not listed as these are taken into account
for the ships air defence and missile defence characteristics.
The following list shows the different characteristics for ships in these rules.
Maximum Speed: This is the total distance a ship can move during in each game turn.
Target: This is how easy the ship is to hit with gunnery attacks. Larger slower ships are easier to
hit than small fast craft.
ECM: This describes the ships Electronic Counter Measures such as its ability to jam and deflect
the radar of other ships and of incoming guided missiles.
Damage Control: The ship crews ability to repair damage.
Damage Levels: This consists of three numbers. The first number is the number of damage levels
a ship can receive before it has major damage, the second is the number it receives before
becoming crippled and the final number is the total damage level the ship can take before being
destroyed.
Air Defence: This describes the combined effects of AA guns, SAMs, PDMS and CIWS. It
consists of two numbers. The first is the roll required to defend against an air attack, the second is
the radius over which the ship can uses its air defence.
Missile Defence: This describes the combined effects of SAMs, PDMS, CIWS and Chaff
launchers. It consists of two numbers. The first is the roll required to defend against a missile
attack, the second is the radius over which the ship can uses its missile defence.
Gunnery Defence: This is the ships ability to take hits from gunnery. It describes the quality of
the ships armour protection and strength of construction.
Range: This is the maximum range at which the system can engage targets.
EW: This describes the weapon systems guidance systems and how accurately it can hit its target.
Damage: The number of damage points that each successful hit inflicts.
Ammo: this is only used for missiles, and torpedoes. The first figure is the number of launch
positions or launch tubes the weapon has. In game terms is the number of missiles or torpedoes
that can be fired each turn and the second is the total number available.
Aircraft Characteristics
Maximum Speed: For helicopters and AEW aircraft it is the distance that it can move each turn.
For fixed wing airstrikes it is the maximum range from its base that it can carry out an attack.
EW: This describes the aircrafts weapon guidance systems and how accurately it can hit its target.
Damage: The number of damage points that each successful hit inflicts.
Dogfight: The aircrafts air-to-air fighting capability.
Turn Sequence
1. Initiative Phase
2. Movement Phase
3. Detection Phase
4. Attack Phase
5. Damage Control Phase
US Carrier Battlegroup
Initiative Phase
Each player rolls 1d10 plus an extra d10 for each AEW helicopter or aircraft currently airborne. Each
player then chooses the highest scoring d10 and compares it to that of the opponent. The player with
the highest score can decide to take the initiative or pass it to the opposing player.
During this phase players must also declare which ships, airborne helicopters and AEW (Airborne
Early Warning) aircraft have active radar (ESM) detection switched on and mark the models with
detection counters. All other ships are assumed to be using passive detection.
Players must also declare which submarines and ASW ships and Helicopters are using active Sonar
detection. All others are assumed to be using passive Sonar.
Movement Phase
Ship Movement
Starting with the initiative player each player moves one ship at a time, alternating between the
initiative and non-initiative players. Ships can move any distance up to their maximum speed
characteristic. Ships may also carry out as many turns as they wish and there is no restriction on
speeding up and slowing down.
Helicopters and AEW aircraft are also launched and moved during this phase.
During the turn in which a helicopter or AEW aircraft is launched it may move up to its full
movement distance (max speed characteristic) from its base ship.
When a helicopter is launched a player must declare what role it is being launched in. This determines
which targets it can attack. This must be one of the following:
Helicopters and AEW do not need to move their full distance. They may also remain stationary and
are assumed to be hovering or circling over one area.
ASW helicopters and aircraft must remain stationary if they wish to carry out Sonar detection. This
represents them lowering dipping sonar or deploying sonar buoys.
Submarine Movement
Submarines usually move in much the same way as ships moving any distance up to their maximum
speed characteristic and may carry out as many turns and changes in speed as they wish. On
Submarine data cards, two numbers for speed are listed. The first is the submarines speed when on the
surface; the second is its speed when underwater.
Submarines can also as part of their move increase or decrease their depth. There are three depth
levels a submarine can move between. These have different effects on detection and which weapons
the submarine can use.
Detection Phase
Starting with the initiative player each player may make one detection attempt (passive or active) with
each ship, alternating between the initiative and non-initiative players.
Any ship, helicopter or AEW aircraft with active detection switched on may attempt to detect any ship
or aircraft within detection range. Targets within visual range (12) are automatically detected and do
not need to be rolled for.
In order to detect a target roll 1d10 and add the appropriate modifier for the type of detection and the
range to the target. The modifiers are shown on the following able.
In order to successfully detect a target the roll must score equal to or higher than the targets ECM
characteristic.
If a target is successfully detected place a Detected [ESM] (active) counter beside the ship model.
The ship may now be targeted by any of the players ships, submarines or aircraft and attacked
Passive detection can only be carried out against targets that are currently using active Radar (ESM)
detection. The same procedure as for active detection is used to determine whether the attempt is
successful. If the attempt to detect is successful place a detected (passive) counter beside the target
ship model.
If a ship successfully detects another ship using passive detection it may decide to immediately switch
on its active radar to actively detect the target allowing it to be targeted by missiles or aircraft. Place a
detected (Active) counter next to the target. This is the only situation outside of the initiative phase
that a ship may switch on its active radar.
If a ship with active detection switched on wishes to actively detect a ship that has already been
detected with passive detection it does not need to roll, the target will automatically be detected.
If a ship that has only been detected with passive systems subsequently switches off its active
detection systems the detection is lost.
Surfaced submarines are detected in the same way as ships. Submarines at shallow depth may be
detected with active radar with a -2 modifier to the detection roll (to count for the small size of radar
target that a periscope presents).
Submarines at greater depths can only be detected using Sonar. In order to detect a target by Sonar
roll 1d10 and add or subtract the appropriate modifier for the type of detection and range from the
following table.
In order to successfully detect a target the roll must score equal to or higher than the targets ECM
characteristic.
If a target ship or submarine is successfully detected place either a Detected [SONAR] (active) or
Detected [SONAR] (passive) counter beside the ship model. Any actively detected submarine or
ship may be targeted by the players missiles, torpedoes and aircraft.
Attack Phase
Sequence of Play
Starting with the initiative player each player carries out attacks with each ships weapon systems or
aircraft alternating between the initiative and non-initiative players. Each ship can fire as many of its
weapons as it wishes.
Viable Targets
In order for a ship or submarine to be targeted with a missile, air or gun attack it must be a viable
target. The following must apply:
The target must have been detected with active radar (ESM) or active Sonar.
The target must have another vessel, or aircraft within radar range that belongs to the firing
player.
The target must be within range of the weapon firing.
The firing ship must have a clear line of sight to the target that is not blocked by land. Other ships
both friendly and enemy do not block line of sight.
A Fixed wing aircraft may only be launched if they have an actively detected target (unless they are
launched in a CAP role).
Intercept Missions
Fixed wing fighter aircraft can be launched to intercept any airborne aircraft (including Helicopters
and AEW) that has been actively detected. Strike aircraft move directly into contact witrh their target
and engage in a dogfight.
Strike Missions
Strike Aircraft work in much the same way as missile attacks due to their high speed. The maximum
speed characteristic of the aircraft is used in the same way as the maximum range of a missile.
When an airstrike is launched place the attacking aircraft models next to the target ship if in range. If
the target is further than the speed of the air craft place the aircraft model at the limit of its range and
move it into contact with the target ship during the following turn.
The target ship, submarine or aircraft must be a viable target at the time when the aircraft are
launched.
To make an attempt to carry out a successful air strike a target roll 1d10 for each attacking aircraft of
the same type and add or subtract the aircrafts EW (Electronic Warfare) characteristic.
To successfully hit the vessel with the air attack the roll must equal or beat the target ships ECM
Characteristic or Target characteristic whichever is higher. Any aircraft that fail immediately return
to their base or carrier.
For each hit the target ship receives aircraft save. Roll 1d10 for each hit and attempt to equal or beat
the ships Air Defence characteristic. Each successful save forces an aircraft to abort its attack and
return to its base. A roll of 9 or 10 shoots the aircraft down and destroys it.
Other friendly ships may also use their own air defence saves to protect the target ship if the target
ship is within their own air defence range. Each ship may attempt one save per surviving aircraft
taking part in an attack.
If the target player has any fighter aircraft currently airborne such as a CAP (Combat Air Patrol) they
may attempt to intercept the attacking aircraft. Move these into contact with the attacking aircraft
models. Roll 1d10 for each aircraft and add their dogfight characteristic. The aircraft with the
lowest score is shot down. The surviving aircraft must immediately abort any attacks or patrols and
return to their base to re-fuel and re-arm.
Each successful hit that has not been negated by a save inflicts a number of damage points equal to
the aircrafts Damage characteristic. Once the strike has been completed the aircraft immediately
return to their ship or airbase to re-fuel and re-arm.
Example:
A player controlling a British fleet decides to launch an airstrike using Harrier jets from his invincible class
aircraft carrier, attacking a Soviet destroyer. The destroyer has been detected and has an AWE aircraft within
range so is a valid target. The carrier can launch up to 2 aircraft per turn. The player decides to launch both and
places two aircraft models beside the soviet ship.
The British player now rolls 2d10 (one for each aircraft). The player rolls a 3 and an 8, he adds the EW
characteristic of the Harriers of +1, giving results of 4 and 9. The ECM characteristic of the target ship is 4,
therefore both aircraft carry out the strike.
The Soviet player must now roll two air defence saves. He rolls a 4 and a 5. The destroyers air defence
characteristic is 5, so one aircraft fails its attack and immediately returns to base.
The Soviet player also announces that there is another destroyer within air defence range of the target ship. He
rolls another air defence save for the remaining aircraft, rolling a 9. This roll shoots down the attacking aircraft
meaning that the British airstrike has failed.
Helicopters launched in a strike roles carry out their attack on a target in the same way as a fixed wing
aircraft.
If a helicopter or AEW aircraft moves within a ships air defence radius the ship may attempt to
shoot it down. The ship rolls 1d10 and attempts to score equal to or greater than its Air Defence
score. If successful roll a second d10, on a score of 5 or more the helicopter or aircraft is shot down
and destroyed.
10
To make an attempt to hit a target roll 1d10 for each missile firing and add or subtract the firing
weapons EW (Electronic Warfare) characteristic.
To successfully hit another vessel the roll must equal or beat the target ships ECM Characteristic.
For each hit from a missile the target ship receives missile save. Roll 1d10 for each hit and attempt to
equal or beat the ships Missile Defence characteristic. Each successful save deflects or destroys one
incoming missile negating the effects of the hit.
Other friendly ships may also use their own missile defence saves to protect the target ship if the
target ship is within their own missile defence radius. Each ship may roll one Missile Defence save.
Each successful hit that has not been negated by a save inflicts a number of damage points equal to
the weapons Damage characteristic.
Example:
A British Type 23 Frigate fires 4 Harpoon missiles at a Soviet Slava class cruiser. The cruiser has been detected
with active radar and is is 50 from the frigate and has a British helicopter within 24.
The British player takes 4 missile counters from the frigates supply and places then on the table beside the
Soviet cruiser. The British player rolls 4d10 (one for each missile) and rolls a 1, 3, 4 and 5. The ECM
characteristic of the cruiser is 4, therefore two of the missiles hit.
The Soviet player must now roll two missile defence saves. He rolls 2d10, rolling a 2 and a 7. The missile
defence characteristic of the cruiser is 5, so one missile hit is successful. The Cruiser takes 6 points of damage
which becomes 1 damage level.
11
Gunnery
Gunnery generally fires over visual range (12). To make an attempt to hit a target roll 1d10 for each
gun firing and add or subtract the following modifiers.
To successfully hit another vessel the roll must equal or beat the target ships target Characteristic.
For each hit the target ship receives gunnery save. Roll 1d10 for each hit and attempt to equal or beat
the ships Gunnery Defence characteristic. Each successful save negates the effects of one hit.
Each successful hit that has not been negated by a save inflicts a number of damage points equal to
the weapons Damage characteristic.
Torpedoes
Torpedo Attacks
A target must be actively detected or within visual range (12) to be fired at by torpedoes. To make
an attempt to hit a target roll 1d10 for each torpedo launched and add or subtract the firing weapons
EW (Electronic Warfare) characteristic.
To successfully hit another vessel the roll must equal or beat the target ships ECM Characteristic.
For each hit from a torpedo the target ship receives gunnery save. Roll 1d10 for each hit and attempt
to equal or beat the ships Gunnery Defence characteristic. Each successful save deflects one
incoming torpedo negating the effects of the hit.
Each successful hit that has not been negated by a save inflicts a number of damage points equal to
the torpedoes Damage characteristic.
Damage
Each successful weapon hit inflicts a number of damage points equal to the weapons damage
characteristic. Damage points are marked by placing a d6 next to the ship model.
Each time a ships number of damage points reach 6 these are exchanged 1 damage level. Remove the
damage points dice and mark the ships new damage level with a different coloured dice.
Dice used to show damage (the red die shows 2 damage levels while the white shows 4 damage points)
12
Each ship has a Major Damage characteristic. When the ship reaches this number of damage levels
the following restrictions apply:
When a ship reaches a number of damage levels equal to its crippled characteristic the following
restrictions apply:
When a ship reaches its total number of damage levels it is destroyed and sinks. All aircraft on board
are also destroyed. Any currently airborne aircraft may land on alternative ships but may not be re-
fuelled and re-armed and take no further part in the game. If no alternative ships are available airborne
aircraft that have completed strikes must ditch in the sea or attempt to reach land off-table so are
removed from the game.
Damage Control
Each turn a ship can remove any damage points it current has by rolling equal to or higher than the
ships Damage Control characteristic on 1d10. A successfully damage control roll removes any
outstanding damage points.
If the ship has no outstanding points of damage it can use the damage control roll to attempt to
remove one whole damage level.
13
Special Features
Aircraft Carriers
Each carrier has a certain number of aircraft it can launch and recover each turn. This is shown on the
ship data card as two numbers enclosed in brackets, the first being the number of launches and the
second the number of recoveries.
When an aircraft has been recovered it takes two turns for it to be re-armed and re-fuelled. On its third
turn on-board it may be re launched as part of an air strike.
Aircraft carriers may wish to launch a Combat Air Patrol (CAP). This consists of two aircraft that
remain in the general area of the carrier ready to intercept any incoming aircraft. CAP aircraft remain
within 6 of the carrier model and are moved in the movement t phase at the same time as the carrier.
Anti-Submarine Warfare
Ships or aircraft with the ASW special feature can use Sonar to detect submarines and are equipped
with weapons to carry out attacks on submerged submarines.
Silent
Ships or submarines with the silent special feature are harder to detect by Sonar. All rolls to detect
the ship with Sonar receive a -1 modifier.
Ships or submarines with this feature have older engines which generate more noise and vibration
making then easier to detect and identify by Sonar. All rolls to detect the ship with Sonar receive a +1
modifier.
Stealth
Vessels with this special feature have been specially designed to have a reduced radar signature. All
rolls to detect stealth ships receive a -1 modifier.
14
Building a Fleet
Battlegroups
The basic building block of a fleet in this game is known as a battlegroup. Each battlegroup is built
around one large capital ship such as an aircraft carrier or battleship and includes its escort vessels.
Smaller groups or lone ships may still be used if a player wishes.
Fleet Points
Each ship class has an FP (fleet Points) characteristic. Before a game starts both players must agree on
the number of points available to purchase their fleets.
DamageControl 5+ GunneryDefence 5+
determines how easy it is
15
FP:2 /ASW
Type 12 (Leander) Class LeanderClassFrigate
The Leander-class, comprised of twenty-six vessels,
and was among the most numerous and long-lived
classes of frigate in the Royal Navy's modern
history. The class was built in three batches
between 1959 and 1973. The class served with the
Royal Navy through the 1960s until the 1980s. Only
two Leander Class Frigates survive today, serving
in the Ecuadorian Navy.
In service: 1974
Displacement: 2350t MaximumSpeed 8 DamageLevels 1/2/3
Draught: 5.5m
ECM 4+
MissileDefence 5+/6
DamageControl 6+ GunneryDefence 6+
Top Speed: 27 Knots
Complement: 260
Weapon Range EW Damage Ammo
Ships in Class: Exocet SSM 72 +1 6 4/4
Torpedoes 12 +1 6 6/6
Aircraft Speed EW Damage Dogfight
1xLynx 40 +1 6 1
Helicopter
FP:2 /ASW
Type 21 (Amazon) Class Type21Frigate
The Type 21 frigate, or Amazon-class frigate, was a
designed by Shipbuilders Vosper Thornycroft in the
late 1960s, built in the 1970s and served throughout
the 1980s into the 1990s. Most of the class took part
in the Falklands war in 192 in which HMS Ardent
and HMS Antelope were lost.
In service: 1974
Displacement: 2750t
Length Overall: 117m
MaximumSpeed 8 DamageLevels 1/2/3
Draught: 5.8m
Target
5+
AirDefence 5+/6
FP:2 /ASW
Type 22 (Broadsword) Class Type22Frigate(BatchIII)
Fourteen class 22 frigates were built in total
starting in the late 1970s, with production
divided into three batches. HMS Cornwall was
the last Royal Navy Type 22 frigate, retired from
service on 30 June 2011. Seven ships of the
earlier batches have been sold to Brazil,
Romania and Chile.
In service: 1979
Displacement: 4500t MaximumSpeed
8
DamageLevels 2/3/4
Target 5+ AirDefence 5+/12
Length Overall: 131m
DamageControl 5+
GunneryDefence 5+
In service: 1987
Displacement: 5400t
MaximumSpeed 8 DamageLevels 2/3/4
Length Overall: 133m Target 5+
AirDefence 5+/12
Draught: 7.3m
ECM 5+
MissileDefence 5+/12
Complement: 185
Ships in Class: Norfolk, Marlborough, Argyll, Weapon Range EW Damage Ammo
4.5Gun 12 2
Lancaster. Monmouth, Montrose, Westminster, HarpoonSSM 72 +1 6 8/8
Northumberland, Richmond, Somerset, Grafton, Torpedoes 12 +1 6 4/4
Sutherland, Kent, Portland, St Albans Aircraft Speed EW Damage Dogfight
1xLynx 40 +1 6 1
Helicopter
17
Destroyers
FP:2
Type 42 (Sheffield) Class
Type42Destroyer
This class comprised of fourteen light guided
missile destroyers. A further two ships of this class
were built for and served with the Argentine Navy.
The first ship of the class was ordered in 1968 and
launched in 1971. Two of the class were sunk in
action during the Falklands Conflict of 1982. The
UK Royal Navy used this class of destroyer for 38
years between 1975 and 2013.
In service: 1971
Displacement: 3500t
Length Overall: 119m
MaximumSpeed 8 DamageLevels 2/3/4
Draught: 5.8m
Target
5+
AirDefence 5+/18
Top Speed: 30 Knots
Complement: 274
DamageControl 5+
GunneryDefence 5+
FP:4
Type45Destroyer
Type 45 (Daring) Class
The Type 45 is an advanced class of six guided
missile destroyers. The class is primarily
designed for anti-aircraft and anti-missile
warfare and is built around the Sea Viper air-
defence system utilizing the SAMPSON AESA
and the S1850M long-range radars. The Type
45 destroyers were built to replace the Type 42
(Sheffield class) destroyers.
In service: 2009
Displacement: 8400t MaximumSpeed 8
DamageLevels 2/3/4
Target 5+ AirDefence 4+/36
Length Overall: 152m
DamageControl 5+
GunneryDefence 5+
18
Aircraft Carriers
In service: 1980
Displacement: 22000t
MaximumSpeed 8 DamageLevels 4/5/6
Length Overall: 209m Target 4+
AirDefence 6+/12
Draught: 8m
ECM 5+
MissileDefence 6+/12
FP:4/Carrier[2/2]
Ocean Class OceanClassAssaultShip
HMS Ocean is an amphibious assault ship, the
Royal Navy's sole Landing Platform Helicopter
and the current fleet flagship of the Royal Navy.
She is designed to support amphibious landing
operations and to support the staff of
Commander UK Amphibious Force and
Commander UK Landing Force. She was
constructed in the mid-1990s by Kvaerner
Govan on the River Clyde.
In service: 1998
MaximumSpeed 8 DamageLevels 4/5/6
Displacement: 21500t Target 4+
AirDefence 6+/12
Length Overall: 203m
Draught: 6.5m
DamageControl 5+
GunneryDefence 4+
Submarines
Trafalgar Class
FP:4/Submarine/ASW
In service: 1983
Target 7+
AirDefence
Displacement: 4800t
ECM 5+
MissileDefence
Draught: 9.5m
Weapon Range EW Damage Ammo
Top Speed: 32 Knots Torpedoes 12 +1 6 5/30
Complement: 130
Ships in Class: Trafalgar, Turbulent, Tireless,
Torbay, Trenchant, Talent, Triumph
Astute Class
FP:4/Submarine/ASW
The Astute class is the latest class of nuclear- AstuteClassSubmarine
powered fleet submarines in service with the Royal
Navy. The boats are constructed by BAE Systems
Maritime Submarines at Barrow-in-Furness.
Seven boats will be constructed: the first of class,
Astute, was launched in 2007 and commissioned in
2010The Astute-class vessels are the replacements
for the Trafalgar class fleet submarines in Royal
Navy service.
In service: 2010
Displacement: 7000t
Length Overall: 97m MaximumSpeed 5/8 DamageLevels 1/2/3
Draught: 10m
Target 7+
AirDefence
Top Speed: 30 Knots
ECM 6+
MissileDefence
Complement: 98
DamageControl 7+
GunneryDefence 7+
20
Destroyers
Complement: 350
Ships in Class: Sovremennyy, Otchayannyy, Weapon Range EW Damage Ammo
Otlichnyy, Osmotritelnyy, Bezuprechnyy, Boyevoy, 4x130mmGuns 12 0 2
P270MoskitSSM 72 0 6 8/8
Stoykiy, Okrylennyy, Burnyy, Bystryy, RBU12000ASW 3 0 2 2/2
Rastoropnyy, Bezboyaznennyy, Gremyashchiy, Rocket
Veduschiy, Bespokoynyy, Nastoychivyy, Admiral Torpedoes 12 +1 6 4/4
Ushakov
Aircraft Speed EW Damage Dogfight
1xKa27 40 0 6 2
Udaloy Class Helicopter
In service: 1980
Displacement: 6930t
Length Overall: 163m
Draught: 6.2m MaximumSpeed
8
DamageLevels 3/4/5
Complement: 300
ECM 4+
MissileDefence 5+/12
DamageControl 6+ GunneryDefence 5+
Ships in Class: (Udaloy I) Udaloy, Vice-Admiral
Cruisers
In service: 1982
Displacement: 1000t
Length Overall: 186m
MaximumSpeed 8 DamageLevels 3/4/5
Draught: 8.4m
ECM 4+
MissileDefence 5+/12
Complement: 485
DamageControl 6+
GunneryDefence 4+
Ships in Class: Slava, Admiral Flota Lobov,
FP:5/ASW
The nuclear powered Kirov class battlecruiser is
the largest and heaviest surface combatant KirovClassBattlecruiser
warship (i.e. not an aircraft carrier or
amphibious assault ship) in operation in the
world. Among modern warships, they are
second in size only to large aircraft carriers, and
of similar size to a World War I-era battleship.
The ships are often referred to as battlecruisers
by western defense commentators due to their
size and general appearance.
In service: 1982 MaximumSpeed
8
DamageLevels 5/6/7
Displacement: 24300t
Target 4+
AirDefence 4+/24
Length Overall: 252m
ECM 4+
MissileDefence 4+/12
Draught: 9.1m
DamageControl 6+
GunneryDefence 3+
22
Aircraft Carriers
ECM 4+
MissileDefence 4+/12
In service: 1990
DamageControl 6+
GunneryDefence 3+
Displacement: 53000t
Length Overall: 305m Weapon Range EW Damage Ammo
Draught: 11m P700GranitSSM
SUWN01ASW
80
3
+1
0
8
2
12/12
2/2
Top Speed: 29 Knots Rocket
Complement: 1500 Torpedoes 12 +1 6 10/10
Ships in the Class: Admiral Kuznetsov (ex Aircraft Speed EW Damage Dogfight
Tblisi) 5xSu33 80 +1 6 +2
4xKa27ASW 40 0 6 2
Helicopter
23
Submarines
Displacement: 12500t
Target 7+
AirDefence
Draught: 9m
DamageControl 7+
GunneryDefence 7+
AirDefence
Displacement: 2300t
ECM 5+
MissileDefence
Length Overall: 81m
DamageControl 7+
GunneryDefence 7+
Draught: 7.6 m
Top Speed: 41 Knots
Weapon Range EW Damage Ammo
Complement: 31 Torpedoes 12 +1 6 6/18
Ships in the Class: K-64, K-123, K-316, K-432,
K-373, K-493, K-463
24
Destroyers
In service: 1975
Displacement: 8040t
Length Overall: 172m MaximumSpeed
8
DamageLevels 2/3/4
Draught: 8.8 m
Target 5+
AirDefence 4+/24
Weapon Range EW Damage Ammo
2x5Gun 12 2
HarpoonSSM 72 +1 6 8/8
ASROCRocket 18 +1 5 8/8
Torpedoes 12 +1 6 6/6
Aircraft Speed EW Damage Dogfight
2xSH60Lamps 40 +1 6 1
HelicopterASW
Arliegh Burke Class
FP:4/ASW
The Arleigh Burke class of guided missile
destroyers (DDGs) is the United States Navy's first ArleighBurkeClassDestroyer
class of destroyer built around the Aegis Combat
System and the SPY-1D multi-function passive
electronically scanned array radar. They were
designed as multi-mission destroyers to fit the anti-
aircraft warfare (AAW) role with their powerful
Aegis radar and surface-to-air missiles; anti-
submarine warfare (ASW), with their towed sonar
array, anti-submarine rockets, and ASW helicopter;
Anti-surface warfare (ASUW) with their Harpoon
missile launcher; and strategic land strike role with
their Tomahawk missiles. MaximumSpeed 8 DamageLevels 2/3/4
In service: 1988
ECM 5+
MissileDefence 4+/24
Displacement: 8315t
DamageControl 5+
GunneryDefence 5+
Frigates
ECM 4+
MissileDefence 4+/10
range anti-aircraft missile backed up by a single 5-
DamageControl 5+
GunneryDefence 6+
inch gun.
FP:3/ASW
OliverHazardPerryClassFrigate
Oliver Hazard Perry Class
Displacement: 4100t
DamageControl 5+
GunneryDefence 5+
Length Overall: 136m
Draught: 6.7 m Weapon Range EW Damage Ammo
Top Speed: 29 Knots 76mmGun 12 2
HarpoonSSM 72 +1 6 8/8
Complement: 176 Torpedoes 12 +1 6 6/6
Aircraft Speed EW Damage Dogfight
2xSH60Lamps 40 +1 6 1
HelicopterASW
26
Cruisers
In service: 1976
Displacement: 10663t
Length Overall: 179m MaximumSpeed 8 DamageLevels 3/4/5
Draught: 9.8m
In service: 1983
DamageControl 5+
GunneryDefence 5+
Displacement: 9600t
Length Overall: 173m Weapon Range EW Damage Ammo
2x5Gun 12 2
Draught: 10.2m HarpoonSSM 72 +1 6 8/8
Top Speed: 32 Knots Torpedoes 12 +1 6 6/6
Complement: 33 Officers, 27 Chief Petty
Aircraft Speed EW Damage Dogfight
Officers 340 Enlisted 2xSH60Lamps 40 +1 6 1
HelicopterASW
27
Aircraft Carriers
FP:7/Carrier[3/3]
Nimitz Class
NimitzClassCarrier
The Nimitz-class supercarriers are a class of ten
nuclear-powered aircraft carriers. They are currently
the largest warships built and in service. The carriers
use two A4W pressurized water reactors which
drive four propeller shafts and can produce a
maximum speed of over 30 knots and maximum
power of around 260,000 shp (190 MW). As a result
of the use of nuclear power, the ships are capable of
operating for over 20 years without refueling and
are predicted to have a service life of over 50 years.
They are categorized as nuclear-powered aircraft MaximumSpeed 8
DamageLevels 5/6/7
carriers and are numbered with consecutive hull
Target 5+
AirDefence 5+/12
numbers between CVN-68 and CVN-77.
ECM 5+
MissileDefence 4+/12
DamageControl 5+
GunneryDefence 5+
In service: 1975
Displacement: 100 000t
Length Overall: 328m Aircraft Speed EW Damage Dogfight
5xF18Hornet 80 +1 6 +4
Draught: 11.3m 5xF14Tomcat 72 +1 6 +3
Top Speed: 30 Knots 1xEA6Prowler 72 +2 4 +2
Complement: 3200 Ships Company, 2480 Air 1xE2Hawkeye
AEW
36 +2 3
Wing 4xSH60Lamps 40 +1 6 1
HelicopterASW
FP:5/Carrier[2/2]
Wasp Class Assault Ship WaspClassAssaultShip
The Wasp class is a class of Landing Helicopter
Dock (LHD) amphibious assault ships. The Wasp
class is capable of transporting almost the full
strength of a United States Marine Corps Marine
Expeditionary Unit (MEU), and landing them in
hostile territory via landing craft or helicopters.
Eight Wasp-class ships were built, and as of 2015.
In service: 1989
Displacement: 40 500t
Length Overall: 257m
Draught: 8.1m
MaximumSpeed 8 DamageLevels 2/3/4
Top Speed: 22 Knots
ECM 5+
MissileDefence 4+/12
DamageControl 5+
GunneryDefence 5+
Aircraft Speed EW Damage Dogfight
4xHarrier 72 +1 6 +1
4xSH60Lamps 40 +1 6 1
HelicopterASW
28
Submarines
FP:5/Submarine/ASW
Los Angeles Class LosAngelesClassSubmarine
ECM 4+ MissileDefence
missiles. The last 23 saw a significant upgrade with
DamageControl 7+ GunneryDefence 7+
the 688i improvement program. These boats are
DamageControl 7+ GunneryDefence 7+
Complement: 135
29
Counters
These counters may be printed out or photocopied for use with the game.
30