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Naval Command

Fast Play Modern Naval


Wargame Rules
ByRoryCrabb

Naval Command

Fast Play Modern Naval Wargame rules


By Rory Crabb

1st Edition 2016

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

Aircraft Carriers ................................................................................................................................ 14


Anti-Submarine Warfare ................................................................................................................... 14
Silent ................................................................................................................................................. 14
Noisy ................................................................................................................................................. 14
Stealth ............................................................................................................................................... 14
Building a Fleet ..................................................................................................................................... 15
Battlegroups ...................................................................................................................................... 15
Fleet Points........................................................................................................................................ 15
Ship Data Cards .................................................................................................................................... 15
British Royal Navy ............................................................................................................................... 16
Frigates.............................................................................................................................................. 16
Destroyers ......................................................................................................................................... 18
Aircraft Carriers ................................................................................................................................ 19
Submarines ........................................................................................................................................ 20
Soviet/ Russian Navy ............................................................................................................................ 21
Destroyers ......................................................................................................................................... 21
Cruisers ............................................................................................................................................. 22
Aircraft Carriers ................................................................................................................................ 23
Submarines ........................................................................................................................................ 24
United States Navy ............................................................................................................................... 25
Destroyers ......................................................................................................................................... 25
Frigates.............................................................................................................................................. 26
Cruisers ............................................................................................................................................. 27
Aircraft Carriers ................................................................................................................................ 28
Submarines ........................................................................................................................................ 29
Counters ................................................................................................................................................ 30

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.

Active Radar (ESM) Detection


Used to mark when a ship has active detection systems switched on.

Active SONAR Detection


Used to mark when a ship has active detection systems switched on.



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.

Detected [ESM] (Passive)


Marks when a ship has been successfully detected by passive systems. The ship may not be
targeted by missiles and aircraft unless active detection is used

Detected [SONAR] (Active)


Marks when a ship or submarine has been successfully detected by active Sonar systems. The
ship or submarine may be targeted by missiles, torpedoes and aircraft if in range.

Detected [SONAR] (Passive)
Marks when a ship or submarine has been successfully detected by passive Sonar systems. The
target may not be targeted by missiles, torpedoes and aircraft unless active detection is used


Missile
Used to keep track of ships missile ammunition. Ships with missiles are issued with one counter
for each available missile at the start of the game.

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.

Weapon System Characteristics

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

Each game turn is divided into five phases as follows:

1. Initiative Phase
2. Movement Phase
3. Detection Phase
4. Attack Phase
5. Damage Control Phase

US Carrier Battlegroup

Initiative Phase

Roll for Initiative

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.

Declare Detection Status

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.

Helicopter and AEW Aircraft Movement

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:

AEW (Airborne Early Warning)


ASW (Anti-Submarine Warfare)
Strike (Anti-Ship attack)

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.

Surface Treated as a surface ship for detection and attacks


Shallow May be detected by surface ships with radar, may attack surface ships with missiles
and torpedoes and attack deeper submarines.
Deep May only be detected by Sonar. May not attack surface ships, may only attack other
submarines.

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.

Active Radar (ESM) Detection

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.

Type of Detection Detection Range & Target Type Detection Modifier


Ship Aircraft
Visual 12 12 Automatic
Shipboard Active Search Radar 24 100 +0
Active AEW Radar 100 100 +1
Passive Radar 24 100 +1
Passive AEW Radar 100 100 +2

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 Radar Detection

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.

Submarine and Sonar Detection

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.

Depth Type of Sonar Detection Range & Target Type


Detection Submarine Ship
Shallow Deep
Surface/ Shallow Active 16 / +0 10 / -1 20 / +1
Passive 100 / -1 40 / -2 100 / +0
Deep Active 12 / +0 20 /+0 10 / -1
Passive 100 /-2 100 / -1 60 / -1

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.

E2 Hawkeye AEW 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.

Strike and Intercept Aircraft

Launching Fixed Wing Aircraft

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.

Royal Navy Sea Harrier Jets

Helicopters and AEW Aircraft


Strike Helicopters

Helicopters launched in a strike roles carry out their attack on a target in the same way as a fixed wing
aircraft.

Firing at Helicopters and AEW 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

Surface to Surface Missiles SSMs


Missile Attacks

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.

A Russian Destroyer comes under Missile Attack

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.

Fast moving target (target has moved more than 8): -1


Stationary target: +1

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:

Maximum movement speed is halved


Air defence and missile defence target scores increase by 1
May not launch or recover aircraft
Submarines must immediately surface

When a ship reaches a number of damage levels equal to its crippled characteristic the following
restrictions apply:

Maximum movement speed reduces to 2


Weapon systems inoperative
Air defence and Missile defence target score increased to 9+
No damage control may be carried out
May not launch or recover aircraft
Submarines must immediately surface

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.

Heavily Damaged Russian Ships

Damage Control Phase

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.

Russian Carrier Battlegroup


Noisy

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.

A standard battlegroup has the following allowances when picking ships.

1 Battleship, Carrier or Battlecruiser


Up to 2 Cruisers
Up to 10 Frigates or Destroyers
1 Submarine

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.

Ship Data Cards


The following diagram shows an example data card and explains the different sections.

Fleet Points Cost: This FP:2/ASWSonar/ Special Characteristics:


is used when building Type23Frigate This lists special features
fleets for competitive of the ship such as special
detection or weapon
games.
systems.
Maximum Speed: The
distance a ship can move Damage Levels: The first
each turn. number is the number of
damage levels a ship can
receive before it has major
Target: The physical damage, the second is the
size and profile of a ship, number it receives before
determines how easy the becoming crippled and the
ship is to hit with final number is the total
gunnery damage level the ship can
MaximumSpeed 8 DamageLevels 2/3/4

take before being
Target 5+ AirDefence 5+
ECM: Electronic
destroyed.
ECM 5+ MissileDefence 5+
Counter Measures: this

DamageControl 5+ GunneryDefence 5+
determines how easy it is

Air Defence: Combined


to hit a ship with guided effects of AA guns,
missiles. SAMs, PDMS and CIWS.

Damage Control: The


Gunnery Defence:
score required on 1d10 to Missile defence: Combined effects Quality of the ships
successfully repair of, ECM, Chaff launchers, PDMS armour and construction.
damage. and CIWS.

15

British Royal Navy


Frigates

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

Length Overall: 113m


Target 5+

AirDefence 5+/6

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

Top Speed: 32 Knots


ECM 4+

MissileDefence 5+/6

Complement: 13 officers, 164 ratings


DamageControl 6+
GunneryDefence 6+

Ships in Class: Amazon, Antelope, Arrow,


Weapon Range EW Damage Ammo
Active, Alacrity, Ardent, Avenger. 4.5Gun 12 2
Exocet SSM 72 +1 6 4/4
Torpedoes 12 +1 6 6/6

Aircraft Speed EW Damage Dogfight
1xLynx 40 +1 6 1
Helicopter

16

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

ECM 5+ MissileDefence 5+/12


Draught: 6.1m

DamageControl 5+

GunneryDefence 5+

Top Speed: 30 Knots


Complement: 222 Weapon Range EW Damage Ammo
Ships in Class: (Batch I) Broadsword, Battleaxe, 4.5Gun 12 2
HarpoonSSM 72 +1 6 8/8
Brilliant, Brazen, (Batch II) Boxer, Beaver, Torpedoes 12 +1 6 6/6
Brave, London, Sheffield, Coventry, (Batch II)
Aircraft Speed EW Damage Dogfight
Cornwall, Cumberland, Campletown, Chatham 1xLynx 40 +1 6 1
Helicopter

Type 23 (Duke) Class FP:2 /ASW


Type23Frigate
The ships of the class are named after British Dukes.
The first Type 23 was commissioned in 1989, and the
sixteenth, HMS St Albans was commissioned in June
2002. They form the core of the Royal Navy's
destroyer and frigate fleet. Originally designed for
anti-submarine warfare in the North Atlantic, the
Royal Navys Type 23 frigates have proven their
versatility in warfighting, peace-keeping and
maritime security operations around the globe.

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

Top Speed: 28 Knots


DamageControl 5+
GunneryDefence 5+

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

ECM 5+ MissileDefence 5+/18

Complement: 274
DamageControl 5+
GunneryDefence 5+

Ships in Class: (Batch I) Sheffield, Birmingham,


Glasgow, Newcastle, Coventry, Cardiff, (Batch II) Weapon Range EW Damage Ammo
4.5Gun 12 2
Exeter, Southampton, Nottingham, Liverpool, Torpedoes 12 +1 6 4/4
(Batch III) Manchester, York, Gloucester,
Edinburgh Aircraft Speed EW Damage Dogfight
1xLynx 40 +1 6 1
Helicopter

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

ECM 6+ MissileDefence 4+/24


Draught: 7.4m

DamageControl 5+

GunneryDefence 5+

Top Speed: 30 Knots


Complement: 191 Weapon Range EW Damage Ammo
Ships in Class: Daring, Dauntless, Diamond, 4.5Gun 12 2
HarpoonSSM 72 +1 6 8/8
Dragon, Defender, Duncan
Aircraft Speed EW Damage Dogfight
2xLynx 40 +1 6 1
Helicopter

18

Aircraft Carriers

Invincible Class FP:5/Carrier[2/2]


InvincibleClassCarrier
The Invincible class was a class three of light
aircraft carriers. The vessels were built as
aviation-capable anti-submarine warfare (ASW)
platforms to counter the Cold War North
Atlantic Soviet submarine threat. The three
vessels have seen active service in a number of
locations, including the South Atlantic during
the Falklands War and in the Middle East for the
2003 Invasion of Iraq.

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

Top Speed: 28 Knots


DamageControl 5+
GunneryDefence 4+

Complement: 650 (ships Company) 350 (air


Crew)
Aircraft Speed EW Damage Dogfight
Ships in Class: Invincible, Ark Royal, Illustrious 5xSeaHarrier 72 +1 6 +1
2xSeakingAEW 24 +1 6 2
Helicopter
2xSeakingASW 24 +1 6 2
Helicopter

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

ECM 5+ MissileDefence 7+/12

Draught: 6.5m
DamageControl 5+
GunneryDefence 4+

Top Speed: 18 Knots


Complement: 285 (ships Company) 180 (air
Aircraft Speed EW Damage Dogfight
Crew), 830 (Royal Marines) 2xMerlinASW 24 +1 6 2
Ships in Class: Invincible, Ark Royal, Illustrious 2xSeakingAEW 24 +1 6 2
Helicopter


19

Submarines

Trafalgar Class
FP:4/Submarine/ASW

The Trafalgar class is a class of nuclear-powered TrafalgarClassSubmarine


fleet submarine. The class was constructed by
Vickers Shipbuilding and Engineering in Barrow-
in-Furness. With four boats in commission and
three retired, the class still makes up the majority of
the Royal Navy's nuclear-powered hunter-killer
submarine force. The Trafalgar class is being
gradually replaced by the larger Astute class
submarine. Submarines from the class have seen
service in a wide range of locations, and have fired
missiles at targets in Afghanistan, Iraq and Libya.

MaximumSpeed 5/8 DamageLevels 1/2/3

In service: 1983
Target 7+

AirDefence
Displacement: 4800t
ECM 5+

MissileDefence

Length Overall: 85m


DamageControl 7+
GunneryDefence 7+

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+

Ships in Class: (In Service) Astute, Ambush,


Weapon Range EW Damage Ammo
Artful, (Under Construction) Audacious, Torpedoes 12 +1 6 6/21
Anson, Agamemnon, Ajax


20

Soviet/ Russian Navy

Destroyers

Sovremenny Class FP:3/ASW


The Sovremennyy class destroyer is the principal SovremennyClassDestroyer
anti-surface warship of the Russian Navy
("Sovremennyy" translates as "Modern"). The
Soviet designation for the class was Project 956
Sarych (Buzzard). The primary role of this guided
missile destroyer is to attack enemy warships while
also providing sea and air defense for warships and
transports under escort. It complements the Udaloy
class destroyers in anti-submarine operations.

In service: 1980
Displacement: 6600t MaximumSpeed

8

DamageLevels 3/4/5
Length Overall: 156m
Target 4+

AirDefence 5+/12
Draught: 6.5m
ECM 4+

MissileDefence 5+/12

Top Speed: 32 Knots


DamageControl 6+
GunneryDefence 5+

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

The Udaloy class are a series of anti-submarine


destroyers, eight of which are currently in service FP:3 /ASW
with the Russian Navy. The Russian designation is UdaloyClassDestroyer
Project 1155 Fregat (Frigate bird). Twelve ships
were built between 1980 and 1991, while a
thirteenth ship built to a modified design as the
Udaloy II class followed in 1999. They complement
Sovremennyy class destroyer the in anti-aircraft
warfare and anti-surface warfare operations.

In service: 1980
Displacement: 6930t
Length Overall: 163m
Draught: 6.2m MaximumSpeed

8

DamageLevels 3/4/5

Top Speed: 35 Knots


Target 4+

AirDefence 5+/12

Complement: 300
ECM 4+

MissileDefence 5+/12
DamageControl 6+ GunneryDefence 5+
Ships in Class: (Udaloy I) Udaloy, Vice-Admiral

Kulakvo , Marshal Vasilyevsky, Admiral Zakharov,


Admiral Spiridonov, Admiral Tributs, Marshal Weapon Range EW Damage Ammo
Shaposhnikov, Severomorsk, Admiral Levchenko, 2x100mmGuns 12 0 2
P270MoskitSSM 72 0 6 8/8
Admiral Vinogradov, Admiral Kharlamov, Admiral RBU600ASW 4 0 1 24/24
Panteleyev, (Udaloy II) Admiral Chabanenko, Mortar
Admiral Basisty, Admiral Kucherov Torpedoes 12 +1 6 8/8

Aircraft Speed EW Damage Dogfight
2xKa27 40 0 6 2
Helicopter

21

Cruisers

Slava Class FP:4/ASW


SlavaClassCruiser
The Slava class cruiser (Soviet designation Project
1164 Atlant) is a type of large, conventionally
powered warship and was intended as a less
expensive conventionally powered alternative to the
nuclear-powered Kirov-class battlecruisers. The
design started in the late 1960s, based around use of
the P-500 Bazalt missile.

In service: 1982
Displacement: 1000t
Length Overall: 186m
MaximumSpeed 8 DamageLevels 3/4/5
Draught: 8.4m

Target 4+ AirDefence 5+/18


Top Speed: 32 Knots

ECM 4+

MissileDefence 5+/12
Complement: 485

DamageControl 6+

GunneryDefence 4+
Ships in Class: Slava, Admiral Flota Lobov,

Chervona Ukrayina, Komsomolets


Weapon Range EW Damage Ammo
P500BazaltSSM 72 0 8 16/16
RBU600ASW 4 0 1 24/24
Mortar
Torpedoes 12 +1 6 10/10

Aircraft Speed EW Damage Dogfight
1xKa27 40 0 6 2
Helicopter

Kirov Class

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+

Top Speed: 32 Knots


Complement: 710 Weapon Range EW Damage Ammo
Ships in Class: Admiral Ushakov (es-Kirov), P700GranitSSM 80 +1 8 20/20
RBU1000ASW 1 0 2 10/10
Admiral Lazarev (ex-Frunze), Admiral Rocket
Nakhimov (ex-Kalinin), Pyotr Velikiy (ex-Yuriy RBU12000ASW 3 0 2 12/12
Rocket
Andropov) Torpedoes 12 +1 6 10/10

Aircraft Speed EW Damage Dogfight
3xKa27 40 0 6 2
Helicopter

22

Aircraft Carriers

Kiev Class FP:6 /ASW/Carrier[2/2]


KievClassCarrier
The Kiev class aircraft carriers were the first class of
fixed-wing aircraft carriers built in the Soviet Union.
Unlike American or British carriers, the Kiev class
is a combination of a cruiser and a carrier. In the
Soviet Navy this class of ships was specifically
designated as a heavy aviation cruiser rather than
just an aircraft carrier. The intended mission of the
Kiev class was support for strategic missile
submarines, other surface ships and naval aviation;
it was capable of engaging in anti-aircraft, anti-
submarine and surface warfare.
MaximumSpeed 8 DamageLevels 5/6/7

Target 4+ AirDefence 5+/36


In service: 1975

ECM 4+

MissileDefence 4+/12

Displacement: 42000t DamageControl 6+ GunneryDefence 3+

Length Overall: 273m


Draught: 10m Weapon Range EW Damage Ammo
Top Speed: 32 Knots P500BazaltSSM 72 0 8 8/8
Complement: 1200 SUWN01ASW 3 0 2 2/2
Rocket
Ships in the Class: Kiev, Minsk, Novorossiysk, Torpedoes 12 +1 6 10/10
Admiral Gorshkov (ex Baku)
Aircraft Speed EW Damage Dogfight
5xYak38 72 +1 6 +1
4xKa27ASW 40 0 6 2
Admiral Kuznetsov Class Helicopter

The Kuznetsov-class aircraft carrier was


FP:6 /Carrier[3/2]
designated by its builders as a heavy aircraft-
carrying cruiser, intended to support and defend KuznetsovClassCarrier
strategic missile-carrying submarines, surface
ships, and maritime missile-carrying aircraft. In
its fleet defense role the Kuznetsov's P-700
Granit anti-ship cruise missiles, 3K95 Kinzhal
surface-to-air missiles, and Su-33 (Flanker-D)
aircraft are its main weapons. The fixed-wing
aircraft on Admiral Kuznetsov are intended for
air superiority operations to protect a deployed
task force. The carrier also carries numerous

helicopters for anti-submarine warfare (ASW)
and search and rescue (SAR) operations. MaximumSpeed 8

DamageLevels 5/6/7
Target 4+ AirDefence 5+/36

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

Oscar Class FP:5/Submarine/ASW


OscarClassSubmarine
The Oscar class was designed to attack NATO
carrier battle groups using long-range SS-N-19
"Shipwreck" anti-ship missiles and targeting
data provided by the EORSAT satellite system
Oscar class submarines were the largest cruise
missile submarines in service, until the Ohio
class SSGN cruise missile submarine converted
from SSBN and returned to service in 2007.
They are the fourth largest class of submarines
in displacement and length.

In service: 1980 MaximumSpeed 4/8

DamageLevels 2/3/4

Displacement: 12500t
Target 7+

AirDefence

Length Overall: 155m


ECM 4+

MissileDefence

Draught: 9m
DamageControl 7+
GunneryDefence 7+

Top Speed: 32 Knots


Complement: 107 Weapon Range EW Damage Ammo
P700GranitSSM 80 +1 8 24/24
Ships in the Class: Arkhangelsk (ex Minskiy TsakraASW 36 +1 6 4/20
Komsomolets), Murmansk, Krasnodar, Missile
Voronezh, Smolensk, Orel, Kursk, Torpedoes 12 +1 6 4/16

Krasnoyarsk, Irkutsk, Tomsk, Omsk

Alfa Class FP:4/Submarine/ASW


AlfaClassSubmarine

The Alfa Class were hunter/killer nuclear-


powered submarines. They were the fastest
class of military submarines built. The Alfa was
a unique design among submarines. In addition
to the revolutionary use of titanium for its hull,
it used a powerful lead cooled fast reactor as a
power source, which greatly reduced the size of
the reactor compared to conventional designs,
thus reducing the overall size of the submarine,
and allowing for very high speeds.

MaximumSpeed 5/9 DamageLevels 1/2/3
In service: 1977 Target 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

United States Navy

Destroyers

Spruance Class FP:4/ASW


SpruanceClassDestroyer

First commissioned in 1975, the class was designed
with gas-turbine propulsion, a flight deck and
hangar for up to two medium-lift helicopters, all-
digital weapons systems, and automated 5-inch
guns. Serving for three decades, the Spruance class
was designed to escort a carrier group with a
primary ASW mission.

In service: 1975
Displacement: 8040t
Length Overall: 172m MaximumSpeed

8

DamageLevels 2/3/4
Draught: 8.8 m
Target 5+

AirDefence 4+/24

Top Speed: 32 Knots


ECM 6+

MissileDefence 4+/24

Complement: 19 Officers, 315 Enlisted


DamageControl 5+
GunneryDefence 5+


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

Target 5+ AirDefence 4+/36


In service: 1988
ECM 5+

MissileDefence 4+/24
Displacement: 8315t
DamageControl 5+
GunneryDefence 5+

Length Overall: 155m


Draught: 9.3 m Weapon Range EW Damage Ammo
Top Speed: 30 Knots 5Gun 12 2
HarpoonSSM 72 +1 6 2/2
Complement: 23 Officers, 300 Enlisted RUM149ASW 18 +1 5 10/10
Rocket
Torpedoes 12 +1 6 6/6

Aircraft Speed EW Damage Dogfight
2xSH60Lamps 40 +1 6 1
HelicopterASW
25

Frigates

Knox Class FP:2/ASW


KnoxClassFrigate
The 46 ships of the Knox class were the largest, last
and most numerous of the US Navys second-
generation ASW escorts. Planned as the follow-on
to the twin 5-inch gun armed Garcia-class frigates
and the Tartar missile-equipped Brooke-
class frigates, their initial design incorporated the
prior classes' pressure-fired boilers in a similar-sized
hull designed around the massive bow-mounted
AN/SQS-26 sonar, with increased endurance and
reduced crew size. Anti-submarine armament was to
consist of ASROC anti-submarine missiles together
MaximumSpeed 8 DamageLevels 2/3/4
with the DASH drone helicopter, while defensive

Target 5+ AirDefence 4+/10


armament was to be the RIM-46 Sea Mauler short

ECM 4+

MissileDefence 4+/10
range anti-aircraft missile backed up by a single 5-

DamageControl 5+

GunneryDefence 6+
inch gun.

Weapon Range EW Damage Ammo


In service: 1969 5Gun 12 2
Displacement: 4260t HarpoonSSM 72 +1 6 8/8
Length Overall: 134m Torpedoes 12 +1 6 4/4

Draught: 7.5 m Aircraft Speed EW Damage Dogfight
Top Speed: 27 Knots 1xSH2Seasprite 40 +1 6 1
HelicopterASW
Complement: 17 Officers, 240 Enlisted

FP:3/ASW
OliverHazardPerryClassFrigate
Oliver Hazard Perry Class

The Oliver Hazard Perry class was designed in mid-


1970s as general-purpose escort vessels inexpensive
enough to be bought in large quantities to replace
World War II-era destroyers and complement
1960s-era Knox-class frigates. Intended to protect
amphibious landing forces, supply and
replenishment groups, and merchant convoys from
aircraft and submarines, they also later were part of
battleship-centred surface action groups and aircraft

carrier battle groups/strike groups. MaximumSpeed 8 DamageLevels 2/3/4

Target 5+ AirDefence 4+/36

In service: 1977 ECM 5+ MissileDefence 4+/24

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

Virginia Class FP:4


VirginiaClassCruiser
The Virginia-class nuclear guided-missile cruisers,
also known as the CGN-38 class, were a series of
four double-ended (with missile armament carried
both fore and aft) nuclear-powered guided-missile
cruisers commissioned in the late 1970s, which
served in the United States Navy until the mid-to-
late 1990s. They were the final class of nuclear-
powered cruisers completed.

In service: 1976
Displacement: 10663t
Length Overall: 179m MaximumSpeed 8 DamageLevels 3/4/5
Draught: 9.8m

Target 4+ AirDefence 5+/36


Top Speed: 30 Knots


ECM 4+

MissileDefence 5+/24
Complement: 39 Officers, 540 Enlisted
DamageControl 5+
GunneryDefence 5+

Weapon Range EW Damage Ammo


2x5Gun 12 2
HarpoonSSM 72 +1 6 8/8
Torpedoes 12 +1 6 4/4
Ticonderoga Class
Aircraft Speed EW Damage Dogfight
1xSeasprite 40 +1 6 1
HelicopterASW

The Ticonderoga class of guided missile cruisers
uses passive phased-array radar and was originally
planned as a class of destroyers. However, the FP:4/ASW
increased combat capability offered by the Aegis
TiconderogaClassCruiser
Combat System and the AN/SPY-1 radar system
was used to justify the change of the classification
from DDG (guided missile destroyer) to CG
(guided-missile cruiser) shortly before the keels
were laid down for Ticonderoga and Yorktown.
Ticonderoga-class guided-missile cruisers are multi-
role warships. Their Mk 41 VLS can launch
Tomahawk cruise missiles to strike strategic or
tactical targets, or fire long-range antiaircraft
Standard Missiles for defense against aircraft or
anti-ship missiles. Their LAMPS III helicopters and
sonar systems allow them to perform antisubmarine MaximumSpeed

8

DamageLevels 3/4/5
missions.
Target 4+

AirDefence 4+/36
ECM 6+ MissileDefence 4+/24

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

Target 5+ AirDefence 5+/12


Complement: 1208

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

The Los Angeles class is a class of nuclear-powered


fast attack submarines (SSN). They represent two
generations and close to half a century of the U.S.
Navy's attack submarine fleet. As of late 2015, 39 of
the class are still in commission. The class has more
operating nuclear submarines than any other in the
world. All submarines of this class are named after
American towns and cities (e.g., Key West, Florida,
and Greeneville, Tennessee). In 1982 the class
underwent a minor redesign, the following 8 that
made up the second "flight" of subs had 12 new MaximumSpeed 5/8 DamageLevels 1/2/3

vertical launch tubes that could fire Tomahawk Target 7+ AirDefence


ECM 4+ MissileDefence
missiles. The last 23 saw a significant upgrade with

DamageControl 7+ GunneryDefence 7+
the 688i improvement program. These boats are

quieter, with more advanced electronics, sensors,


and noise reduction technology. Weapon Range EW Damage Ammo
HarpoonSSM 72 +1 6 4/16
Torpedoes 12 +1 6 4/16
In service: 1976
Displacement: 6082t

Length Overall: 110m


Draught: 9.4m
Top Speed: 20 Knots
Complement: 129 FP:5/Submarine/ASW
VirginiaClassSubmarine

Virginia Class

The Virginia is a class of nuclear-powered fast


attack submarines (SSN). The submarines are
designed for a broad spectrum of open-ocean and
littoral missions. They were conceived as a less
expensive alternative to the Seawolf-class attack
submarines, designed during the Cold War era. They
are replacing older Los Angeles-class submarines,
many of which have already been decommissioned.

In service: 204
Displacement: 7900t MaximumSpeed 5/8

DamageLevels 1/2/3

Length Overall: 115m


Target 7+

AirDefence
ECM 4+ MissileDefence
Top Speed: 25 Knots

DamageControl 7+ GunneryDefence 7+
Complement: 135

Weapon Range EW Damage Ammo


Torpedoes 12 +1 6 4/16


29

Counters

These counters may be printed out or photocopied for use with the game.

ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE

ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE


SONAR SONAR SONAR SONAR SONAR SONAR SONAR SONAR

ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE

PASSIVE PASSIVE PASSIVE PASSIVE PASSIVE PASSIVE PASSIVE PASSIVE

ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE ACTIVE


SONAR SONAR SONAR SONAR SONAR SONAR SONAR SONAR

PASSIVE PASSIVE PASSIVE PASSIVE PASSIVE PASSIVE PASSIVE PASSIVE


SONAR SONAR SONAR SONAR SONAR SONAR SONAR SONAR

MISSILE MISSILE MISSILE MISSILE MISSILE MISSILE MISSILE MISSILE

TORPEDO TORPEDO TORPEDO TORPEDO TORPEDO TORPEDO TORPEDO TORPEDO

DEEP DEEP DEEP DEEP DEEP DEEP DEEP DEEP

SHALLOW SHALLOW SHALLOW SHALLOW SHALLOW SHALLOW SHALLOW SHALLOW

30

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