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FEAR NAUGHT 
Quick Naval Wargaming  
Written by Tom Mecredy 
 
 
 
 
 
 
 
 
 

Brett Chinchen (Order #11833859)


 

Core Rules 
Movement:  Gun Batteries 
- Cargo/Tenders/Liners: 4” base move.  A Battery is composed of a number of guns.  
- Destroyers: 8” base move. May make 45  - The base number of ᤂ�re dice used by a 
degrees at full speed.  battery is 1d6. +1d6 for each gun in a 
- Light Cruisers: 7” base move.   battery, up to a maximum of four. 
- Heavy Cruisers: 7” base move.   
- Battlecruisers: 8” base move.  A gun can be a number of sizes. All guns in a 
- Battleships: 6” base move. Must move in a  battery must be the same size. 
straight line for at least 1 turn before  - Light: 18” Range.  
turning.   - Medium: 24” Range.  
- Dreadnoughts: 4” base move. Must move in  - Heavy: 30” Range.  
a straight line for at least 1 turn  - Super-Heavy: 36” Range.  
before turning.    
  Gun Batteries can be mounted in turrets or 
At the start of each turn, each vessel must set  casemates. 
its speed, determining move distance and turn  - Turreted batteries can have a maximum 
rate.   ᤂ�ring arc of 270 degrees, depending on 
  their placement on the vessel.  
Speed:  - Batteries in casemates can have a 
Full Speed: Move full allowance, may not turn.  maximum ᤂ�ring arc of 90 degrees. 
Half Speed: Move half allowance, may make  Casemates have a maximum of 1 gun per 
turns up to 90 degrees.  battery. 
Stop: May not move, may make turns up to 180   
degrees.  Secondary gun batteries 
Reverse: Move half allowance in reverse, may  Secondary batteries are usually mounted on the 
make turns up to 90 degrees.  port and starboard of a vessel. The damage of 
  these guns depend on the ship class. 
A vessel can only move one step up or down  - Light + Heavy Cruisers: 1d6 within 12” 
between turns.   - Battlecruisers: 2d6 within 18” 
  - Battleships + Dreadnoughts: 3d6 within 
Firing:  18” 
Select a target within visual range and weapon   
range. Place 1 marker on the target location,  Tertiary gun batteries 
roll 1d6 for each additional battery ᤂ�ring.  Battleships and dreadnoughts have additional 
Place that marker X” away from the initial  tertiary batteries for close-in defense. 
target.  - Add +1d6 if a target is within 9”. 
   
Roll ᤂ�re dice against any vessels under a  Anti-Aircraft Batteries 
marker.   Ships armed with AA batteries may target 
  aircraft within 18” range. Roll 2d6. Aircraft is 
Secondary batteries do not need markers,  hit and removed from play on a 5/6.  
simply pick target in range and roll to hit.   
  Terrain: 
Turn Sequence:  Islands and land masses can block Line of 
Each turn is comprised of a number of phases.  Sight.  
Players act one after the other.    
- Plot Fire/Launch Torpedos.   Fire can be directed at targets behind terrain 
- Set vessel speed.   providing the ᤂ�ring vessel is more than 12” 
- Movement.  away from the terrain feature, and the target is 
- Resolve Fire.  within visual range and Line of Sight of 
  another friendly vessel or aircraft.  
   
   
   
   

 

 
 
Brett Chinchen (Order #11833859)
 

Morale:  Roll 2d6 on the following table for each hit 


At the end of each turn, make a morale check for  scored. 
any captains in the following circumstances:  2  Conning Tower Hit: Roll 1d6: 1-3: Use optical 
- Outnumbered more than two-to-one by  sights to determine hits. 4-6 Lose 1 Crew 
enemy vessels.  Effectiveness. 
- Engine on ᤂ�re/Vessel Flooding.  
- Crew killed.   3  Engine Damage: Vessel can only move at half 
speed. If this result is rolled again, the vessel 
 
may not move at all.  
Check morale by rolling 2d6 and comparing it 
to the captain’s morale score. If the result is  4  Rudder Damage: Vessel may not turn.  
lower, the captain may continue to act as 
normal.  5  Fire: Roll on this table again at the start of 
  each following turn. Fire can be suppressed by 
If the result is higher than the captain’s  rolling 5 or 6 on 1d6 at the start of each turn.  
morale score, they will spend their next turn 
6-8  Superᤂ�cial Damage: No effect. 
moving away from any enemies and towards the 
closest table edge.   9  Flooding: Vessel can only move at half speed 
- Green Captain: 6 Morale  while ᫂�ooded. Vessel will go out of action 
- Experienced Captain: 7 Morale  after being ᫂�ooded for three turns. Flooding 
- Veteran Captain: 8 Morale  can be stopped by rolling 5 or 6 on 1d6 at the 
start of each turn.  
 
Crew Effectiveness:  10  Crew Killed: Lose 1 Crew Effectiveness. Vessel 
Represents the crew’s ability to manage the  is lost if Crew Effectiveness reaches 0. 
ship. Each time the rating is reduced, it is 
assumed some crewmen have fallen. When it  11  Weapon Destroyed: Roll 1d6: 1-2: Lose 1 main 
reaches 0, there are no longer enough  battery. 3-4: Lose Secondary batteries or 1 
torpedo launcher. 5-6: Lose tertiary batteries 
able-bodied crewmen to manage the vessel 
or AA guns. 
effectively.  
- Destroyers: 2 Crew Effectiveness  12  Magazine Explosion: Ship taken out of action, 
- Cruisers: 3 Crew Effectiveness.  roll 2d6 against vessels within 4”. Hits on 6’s.  
- Cargo/Tenders/Liners: 3 Crew 
Effectiveness   
- Battlecruisers: 4 Crew Effectiveness  Spotting:  
- Battleships: 5 Crew Effectiveness  By default, all vessels have a visual range of 
- Dreadnoughts: 6 Crew Effectiveness  24”. They may not target enemy vessels outside 
  of their visual range unless: 
Armour:  - A friendly ship has the target within 
Heavy Cruisers, Battlecruisers, Battleships  visual range and Line of Sight.  
and Dreadnoughts all beneᤂ�t from being well  - The enemy vessel is within 12” of a 
protected against enemy ᤂ�re.   spotter aircraft.  
   
Armoured vessels roll 3d6 when determining  Torpedoes 
damage and pick the lowest result.   Fired from deck-mounted launchers or 
  submerged tubes.  
Fire Control:  - Deck mounted launchers have a maximum 
Vessels are equipped with some sort of  ᤂ�re arc of 180 degrees, depending on 
ᤂ�re-control system, whether that is a spotter  their placement.  
with binoculars or a radar director in the  - Submerged tubes have a 45 degree ᤂ�re 
conning tower.  arc drawn from the vessel’s prow. 
- Optical Sights: Shots hit on a 6.   
- Centralized Fire Director: Shots hit on  Tubes and launchers may ᤂ�re two kinds of 
a 5/6.  torpedo. 
- Radar Fire Control: Shots hit on a  - Light Torpedoes: 8” per turn. 1d6 per 
4/5/6.  torpedo. Hits on 5/6 
  - Heavy Torpedoes: 6” per turn. 2d6 per 
  torpedo. Hits on 4/5/6 
 

 

 
 
Brett Chinchen (Order #11833859)
 

Additional Rules 
These rules are not necessary for a quick game  Gunboats move at a rate of 5” per turn. Monitors 
of Fear Naught, but provide extra elements for  move at a rate of 4” per turn.  
use in scenarios or longer campaigns.    
  Gunboats and Monitors are very heavily armed 
Coastal Gun Emplacements:  for their size. But they cannot hope to match 
The coastlines and ports of any industrialized  the array of armaments carried by a full-size 
nation will be protected by large calibre guns  warship. 
mounted within formidable fortiᤂ�cations.    
  Gunboats: 
A naval adage holds that 1 coastal battery is  - Maximum 2 turrets of 1 gun each, of 
worth at least 3 ships at sea, due to the  medium calibre or lower.  
steadiness of the mounting and the sturdiness  - No secondary batteries. 
of the defenses.   - May have torpedo launchers ᤂ�ring light 
  or heavy torpedoes.  
Coastal batteries work in much the same way as  - 2 Crew Effectiveness 
shipboard ones.    
  Monitors: 
Select a class of gun from the core rules. This  - Maximum 2 turrets of 2 guns each, of 
gun operates as a single battery, placing one  super-heavy calibre or lower.  
ᤂ�re marker per turn.   - May mount Destroyer secondary 
  batteries. 
Coastal batteries roll 2d6 per shot, hitting on  - May mount anti-aircraft guns.  
5’s and 6’s.   - May have torpedo launchers ᤂ�ring light 
  or heavy torpedoes.  
Coastal batteries have a ᤂ�re arc of 90 degrees.   - 3 Crew Effectiveness 
   
Coastal batteries may be targeted by enemy  Submarines: 
vessels in the same way as another vessel. Roll  These lightly armed submersible raiders came 
2d6 on the damage table below for each hit  into their own during the early 20th century, 
scored.  sortieing out into unfriendly seas to menace 
  enemy merchant vessels.  
2  Magazine Explosion: A direct hit detonates   
some badly stored ammunition. Remove the  Submarines move at a rate of 4” per turn. 
battery from play, and resolve a 1d6 hit against  Submarines have 2 Crew Effectiveness. 
any other batteries within 2”. Hits on 6’s.   
At the start of each turn, before setting speed, 
3-6  Gun Damaged: The gun may ᤂ�re next turn, but 
may not traverse within its ᤂ�ring arc.   the controlling player must also set the depth 
of his submarine. 
7  Near Miss: The emplacement takes a beating but  - Surfaced: Functions as a surface ship in 
the gun is miraculously untouched.   all aspects. May ᤂ�re deck guns.  
 
8-11  Crew Stunned: The battery may not ᤂ�re next 
- Submerged: May only spot targets with 
turn.  
sonar/hydrophone, may only be detected 
12  Crew Killed: A blast of shrapnel kills all the  by sonar/hydrophone equipped vessels. 
crew manning the gun. Remove it from play.   May not use deck guns. Only damaged by 
depth charges and torpedoes.  
 
 
Gunboats and Monitors  
Submarines may be armed with 
These vessels are small and slow but 
- 1 light or medium battery in a 
ferociously armed for their size, usually 
fore-mounted turret.  
employed as coastal or riverine patrol craft or 
- Multiple submerged torpedo tubes 
dedicated bombardment vessels.  
ᤂ�ring light or heavy torpedoes.  
 
 
These vessels are treated in the same way as any 
 
other ship in Fear Naught.  
 
 

 

 
 
Brett Chinchen (Order #11833859)
 

Sea Mines:  Sonar and Hydrophones: 


These tethered explosive devices serve as a  Ships and submarines may be equipped with 
potent area-denial weapon to both submarines  acoustic sensors to detect targets above and 
and surface ships.  below the water. 
  - Hydrophones: 12” detection range. 
Laid by purpose-built vessels, naval  Detect on a 6. 
mineᤂ�elds are one of the methods for defense of  - Sonar: 18” detection range. Detect on a 5 
a coastline.   or 6. 
   
Mineᤂ�elds can be laid around the perimeter of  Once a submerged vessel comes within the 
a terrain feature, or as an area terrain  stated detection range, roll 1d6 and compare it 
feature.   to the device’s detection value.  
   
Any ship or submarine contacting a mineᤂ�eld  A submerged submarine moving at half speed or 
suffers 1 hit. If the vessel continues to move  less may elect to run silently.  
through the ᤂ�eld, it suffers an additional hit   
for every 2” moved.   Vessels attempting to detect a submarine 
  running silently must roll a 6 regardless of 
Surface vessels moving at Half Speed or slower  their equipment. 
may elect to clear a path through the mineᤂ�eld   
instead of ᤂ�ring.   Coal and Oil 
  Early warships were powered by coal-ᤂ�red 
For every 1” moved through the ᤂ�eld, roll 1d6.  steam turbines, rapaciously hungry and fed by 
On a 6, a mine detonates and the ship suffers 1  soot-blackened stokers.  
hit.    
  Coal-powered warships travelling at Full 
If the clearing vessel crosses the ᤂ�eld  Speed for more than 3 consecutive turns are 
without suffering any hits, mark a 1” wide  liable to exhaust their stokers.  
strip which any vessels can cross without   
penalty.   Continuing to move at Full Speed in᫂�icts a 
  penalty of -1 Crew Effectiveness per turn to a 
Wandering Mines:  minimum of 1.  
At the start of each turn, roll 2d6. On a 12, a   
mine detaches from a random mineᤂ�eld and  Spotter Aircraft: 
drifts across the table in a random direction  Once launched, the aircraft is moved during 
at a rate of 4” per turn.   the movement phase of each turn. The aircraft 
  moves a maximum of 8” per turn.  
Any ship contacting a Wandering Mine suffers 1   
hit.   They will spot any vessels within 12” range.  
   
Depth Charges:  Smoke Generators: 
Surface vessels can be equipped with depth  All classes of ship can generate clouds of oily 
charges for combating submarines. These  smoke to obscure friendly targets. Instead of 
explosive charges are set to detonate at a  ᤂ�ring guns or launching torpedoes, a ship may 
certain depth.   elect to lay a cloud of smoke 6” long and 2” 
  wide.  
Ships launching depth charges may not ᤂ�re any   
other weapons.  Smoke clouds block line of sight, and last 
  until the end of the next turn.  
Place a marker indicating the depth charge in 
contact with the ᤂ�rer’s bow.  
 
After 1 full turn, the depth charge detonates, 
in᫂�icting 1 hit on any vessels within 2”. 
 
 

 

 
 
Brett Chinchen (Order #11833859)
 

Ship Creation Guidelines  


Fear Naught! Uses the historical proᤂ�le of a  If the historical data is unavailable or you 
ship as a basis for representing it on the  want to create your own ships, the guidelines 
tabletop. The internet is a valuable resource,  are presented below: 
as are a number of books written on the subject.    
  The main design decisions you will have to 
Basically, all you need to know is the class of  make when creating ᤂ�ctional ships surround 
the ship, the number and calibre of guns and  that vessel’s armaments. Fear Naught’s core 
the positioning of the turrets.   rules present the movement statistics, armour 
  and crew effectiveness. 
As an example, we’ll run through reproducing   
HMS Warspite in miniature.   The classiᤂ�cation of main batteries is as 
  follows: 
The Grand Old Lady is a Queen Elizabeth-class  - Light batteries have a maximum calibre 
battleship that served as a mainstay of the  of 6” (>152mm) 
Royal Navy’s home ᫂�eet for 30 years, serving in  - Medium batteries are anywhere between 
both World Wars and ᤂ�ghting at Jutland,  7”-9” in calibre. (177mm-230mm) 
Matapan and D-Day.   - Heavy batteries will be between 10”-12” 
  in calibre. (254mm-304mm) 
In Fear Naught! She appears as a battleship,  - Super-Heavy batteries are larger than 
granting her a base movement of 8”, with an  13” in calibre. (305mm+) 
associated turning penalty. She also beneᤂ�ts   
from being heavily armoured, allowing her to  Destroyers and cruisers will usually mount 
roll 3d6 for damage dice and pick the best  their guns in casemates on the port and 
result.   starboard or in single-gun mounts on the deck.  
   
Warspite also beneᤂ�ts from having a  Battleships, Battlecruisers and Dreadnoughts 
centralized ᤂ�re director in her conning  will always have turrets.  
tower, meaning her gun batteries hit on 5 and   
6s.   Later period ships of all classes will mount 
  all their primary batteries in double, triple 
The historical armament of Warspite is as  or quad turrets in the fore and aft of the ship. 
follows:    
- 4 × twin 15-inch (381 mm) guns  Secondary gun batteries are auxiliary guns 
- 14 × single 6-inch (152 mm) guns  used to defend against attacks by lighter ships 
- 2 × single 3-inch (76 mm) 20 cwt AA guns  at close range. Depending on the class of ships, 
- 4 × 21-inch (533 mm) torpedo tubes  they could be 6” light guns or even smaller 
  calibres.  
In game terms, this converts to:   
- Her main batteries of 15-inch guns  Dreadnoughts and battleships might have a 
become 4 turrets with 2 super-heavy  third tier of tertiary batteries that are 
guns per turret. These guns have a range  likely to be very small calibre guns.  
of 36” and each battery rolls 2d6 for   
hits.   Ships of all classes may carry torpedos in 
- The turrets are mounted fore and aft,  deck-mounted tubes or submerged launchers.  
with a ᤂ�re arc of roughly 270 degrees   
per turret.   Most ships of the period will only have optical 
- The 14 6-inch guns can be represented  ᤂ�re control, but larger capital ships might 
individually as casemated light guns or  mount ᤂ�re directors.  
as the Dreadnought secondary batteries.    
- The torpedo tubes are treated as  By the inter-war period, some ships will carry 
submerged tubes mounted at the fore end  radar-controlled ᤂ�re directors. 
of the ship, and ᤂ�re light torpedos.  
 
With this powerful armament, the Warspite is a 
formidable addition to any ᫂�eet. 

 

 
 
Brett Chinchen (Order #11833859)
 

Scenario Generation 
Objectives:  Setup: 
Roll 2d6 on the table below to determine the  Use these guidelines to place special terrain 
scenario’s focal point.   and ships for the selected objective.  
 
2  Bombardment: A coastal target must be 
reduced by naval gunᤂ�re.   
Bombardment: 
  Place a medium-sized (6x4”) landmass in one 
The attacker must destroy the target and  corner of the table. Add a random shore target 
any hostile vessels before before escaping  and 3 coastal batteries under the defender’s 
by an uncontested table edge.  control.  
 
3  Convoy Escort: A convoy of supply ships  Convoy Escort: 
must be protected from enemy raiders.   The defending player controls 2d6+1 supply 
 
The defender must ensure that at least two 
ships. They move at a rate of 6” per turn, are 
thirds of the supply vessels cross from  unarmed and have a crew effectiveness of 3.  
one board edge to the other.    
Pursuit: 
4  Pursuit: A squadron of ships must escape  No special setup.  
from hostile waters, with hostile   
warships hot on their heels.  Reconnaissance: 
 
No special setup.  
All the defender’s ships must escape via 
the opposite table edge.  
 
Engagement: 
5-6  Reconnaissance: The position of an enemy  No special setup. 
squadron must be scouted.   
  Mine Clearance: 
The attacker must draw line of sight to at  Place a ᤂ�eld of naval mines 4” wide between 
least three quarters of the defender’s  the two short table edges. Generated terrain 
ships before before escaping by an 
objects may be placed within the ᤂ�eld.  
uncontested table edge.  
 
7-8  Engagement: A pitched battle on the high 
Naval Landing: 
seas. Both sides attempt to rout or destroy  Place a strip of coastline 4” deep across one of 
the other.   the short table edges. Add 3 coastal batteries 
to the defender’s forces.  
9-10  Mine Clearance: A large naval mineᤂ�eld   
must be cleared.   The attacking player controls 1d6+2 landing 
  ships. They move at a rate of 4” per turn, are 
The attacker must clear at least three 2” 
unarmed and have a crew effectiveness of 4. 
wide corridors through the mineᤂ�eld 
before before escaping by an uncontested 
 
table edge.  Raid: 
Place a medium-sized (6x4”) landmass in one 
11  Naval Landing: Vulnerable troop ships  corner of the table. Add a random shore target 
must make it to the shore.   and 2 coastal batteries under the defender’s 
  control.  
The attacker must ensure that two thirds   
of the landing craft make contact with the 
The defender may add 2 gunboats to their 
coastline and destroy at least half of the 
hostile squadron.   squadron.  
 
12  Raid: A lightning fast assault on hostile   
installations.    
   
The attacker must deal at least ᤂ�ve   
points of damage to the coastal   
installation and damage half the enemy 
 
squadron before escaping by an 
uncontested table edge.    
 
 

 

 
 
Brett Chinchen (Order #11833859)
 

Terrain:  Shore Targets 


Use the following tables to add additional  Use the following table to add man-made 
terrain to the battleᤂ�eld. Roll 2d6 3 times on  structures to the battleᤂ�eld. Roll 2d6 if 
each table.   required by the scenario.  
   
Islands and Landmasses  Shore Targets may be engaged by naval gunᤂ�re 
like a surface vessel or coastal battery. If hits 
2-3  Small Island Chain: Place a group of 3 
small (1x2”-2x3”) islands at least 2” 
are scored, a structure point is removed. When 
apart on the table.   the target has lost all its structure points, it 
is removed from play.  
4-5  Large Island: Place a large island   
(3x3”-4x6”) on the table, at least 6” from 
any table edges.  2-4  Small Settlement: Place a suitable marker 
anywhere on a generated landmass. 4 
Structure Points. 
6-7  Large Island Chain: Place 3 large islands 
(3x3”-4x6”) on the table, at least 6” from 
5-7  Large Settlement: Place a suitable marker 
any table edges. 
anywhere on a generated landmass. 8 
Structure Points. 
8-9  Short Coastline: Place a segment of 
coastline (2x6”) in contact with at least 
8-9  Commercial Port: Place a suitable marker 
one table edge. 
adjacent to the sea on a generated 
landmass. 3 Structure Points. 
10-11  Long Coastline: Place a segment of 
coastline (3x12”) in contact with two 
10  Naval Dockyard: Place a suitable marker 
table edges. 
adjacent to the sea on a generated 
landmass. 6 Structure Points. 
12  Peninsula: Place a segment of coastline 
 
(3x12”) with a protruding 2x4” section in 
Protected by 2 Gunboats armed with 1 
contact with two table edges.   Light gun turret and 1 light torpedo 
  launcher apiece. 
Nautical Hazards 
While not impassable, the terrain features  11  Military Installation: Place a suitable 
marker anywhere on a generated landmass. 
listed may impede movement. Roll 3d6.  6 Structure Points.  
 
1-3  Reefs/Sand Bars/Shoals: Can be placed  12  Naval Fort: Place a suitable marker 
adjacent to a landmass or out in the open  adjacent to the sea on a generated 
sea. A linear feature between 3-6” long.   landmass. 12 Structure Points.  
   
Vessels contacting this feature stop  Protected by 2 3-gun heavy turrets which 
immediately. If the vessel is travelling  behave like coastal gun emplacements. 
at Full Speed, it suffers 1 hit.  
 
 
4-5  Mineᤂ�eld: Can be placed 1” deep around 
an existing landmass or coast, or as a   
4x4” area. Acts as a naval mineᤂ�eld.  

6  Strong Currents: Can be placed adjacent 


to a landmass or out in open sea. Place as 
an area 4x12”. Indicate a direction for 
the current.  
 
Vessels moving in this area add an extra 
2” to their maximum movement when 
moving in the direction of the current. 
-2” when moving against the current. 
Vessels in this area may not turn.  
 
 
 

 

 
 
Brett Chinchen (Order #11833859)
 

Force Generation   

Select Flagship: 
First, roll 1d6 on this table to choose your squadron commander’s vessel. The ᫂�agship always has 
a Veteran Captain (8 Morale.) 
 
1  Heavy Cruiser 

2-3  Battlecruiser  

4-5  Battleship 

6  Dreadnought 
 
Attending Squadron: 
Use the following table to determine the other vessels accompanying your ᫂�agship. Roll 3d6 two 
or three times. Up to half the generated squadron can have Experienced Captains. 
 
3-6  3x Destroyers 

7-9  2x Light Cruisers 

10-11  Light Cruiser 

12-13  Heavy Cruiser 

14-15  Battlecruiser 

16-17  Battleship 

18  Dreadnought 
 
Attending Auxiliaries: 
These ships may be attached from other formations for logistical or tactical reasons. Roll 2d6 
for extra forces when playing larger games.  
 
One Auxiliary vessel may have an Experienced Captain, the rest will be Green. 
 
2-6  Destroyer 

7-9  3x Gunboats 

10  Submarine 

11  Monitor 

12  Fleet Tender 


 
 
 
 
 
 
 

 

 
 
Brett Chinchen (Order #11833859)
 

The Battle of Coronel 


Scenario 1 
 
Scenario Setup: 
Place a large landmass to represent the Chilean coast and the island of Santa Maria in one corner 
of the table. 
 
The Kaiserliche Marine vessels deploy within 12” the short table edge containing the Chilean 
coast. 
 
The Royal Navy vessels deploy within 12” of the opposite table edge.  
 
Scenario Objectives: 
Both sides must engage and destroy the other.  
 
The Kaiserliche Marine’s East Asia Squadron 
SMS Scharnhorst & Gneisenau (Heavy Cruisers) 
6” movement, 3 crew effectiveness, Veteran (7) captain. 
Armoured. (3d6 for damage, pick lowest) 
Centralized Fire Director. (Hit on 5/6’s) 
Armaments: 
- 2 turrets (1 fore, 1 aft) with 2 medium guns per turret. (2d6/24”) 
- 4 casemates (2 port, 2 starboard) with 1 medium gun per casemate. (1d6/24”) 
- 6 casemates (3 port, 3 starboard) with 1 light gun per casemate. (1d6/18”) 
- Cruiser secondary batteries. (1d6/12”) 
- 4 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos.  
 
SMS Dresden (Light Cruiser) 
6” movement, 3 crew effectiveness, Experienced (6) captain.  
Optical Sights. (Hit on 6’s) 
Armaments: 
- 4 turrets (2 fore, 2 aft) with 1 light gun per turret. (1d6/18”) 
- 6 casemates (3 port, 3 starboard) with 1 light gun per casemate. (1d6/18”) 
- Cruiser secondary batteries. (1d6/12”) 
- 2 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos.  
 
SMS Nurnberg (Light Cruiser) 
6” movement. 3 crew effectiveness, Experienced (6) captain.  
Optical Sights. (Hit on 6’s) 
Armaments: 
- 10 casemates (2 fore, 2 aft, 4 port and 4 starboard) with 1 light gun per casemate. (1d6/18”) 
- 2 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos.  
 
SMS Leipzig (Light Cruiser) 
6” movement. 3 crew effectiveness, Experienced (6) captain.  
Optical Sights. (Hit on 6’s) 
Armaments: 
- 10 casemates (2 fore, 2 aft, 4 port and 4 starboard) with 1 light gun per casemate. (1d6/18”) 
- 2 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos.  
 

 

 
 
Brett Chinchen (Order #11833859)
 

The Royal Navy’s West Indies Squadron 


HMS Good Hope (Heavy Cruiser) 
6” movement, 3 crew effectiveness, Experienced (6) captain. 
Armoured. (3d6 for damage, pick lowest) 
Optical Sights. (Hit on 6’s) 
Armaments: 
- 2 turrets (1 fore, 1 aft) with 1 medium gun per turret. (1d6/24”) 
- 8 casemates (4 port, 4 starboard) with 1 light gun per casemate. (1d6/18”) 
- Cruiser secondary batteries. (1d6/12”) 
- 2 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos.  
 
HMS Monmouth (Heavy Cruiser) 
6” movement, 3 crew effectiveness, Experienced (6) captain. 
Armoured. (3d6 for damage, pick lowest) 
Optical Sights. (Hit on 6’s) 
Armaments: 
- 2 turrets (1 fore, 1 aft) with 2 light guns per turret. (2d6/18”) 
- 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”) 
- 8 casemates (4 fore, 4 aft) with 1 light gun per casemate. (1d6/18”) 
- Cruiser secondary batteries. (1d6/12”) 
- 2 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos.  
 
HMS Glasgow (Light Cruiser) 
6” movement, 3 crew effectiveness, Green (5) captain. 
Optical Sights. (Hit on 6’s) 
Armaments: 
- 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”) 
- 10 casemates (5 fore, 5 aft) with 1 light gun per casemate. (1d6/18”) 
- 2 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos.  
 
HMS Otranto (Converted Liner) 
6” movement, 3 crew effectiveness, Green (5) captain. 
Optical Sights. (Hit on 6’s) 
Armaments: 
- 8 turrets (2 fore, 2 aft, 2 port and 2 starboard) with 1 light gun per turret. (1d6/18”) 
 

 
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Brett Chinchen (Order #11833859)
 

The Action of 8th January 1916 


Scenario 2 
 
Scenario Setup: 
Deploy a landmass along three quarters of either short table edge to represent the Turkish coast at 
Zonguldak.  
 
Ottoman Navy ships deploy within 6” of the centre of either long table edge.  
 
Imperial Russian Navy ships deploy within 6” of the table edge of the short table edge opposite to 
the Turkish coastline. Vessels of the Imperial Russian Navy begin the battle at Full Speed. 
 
Objectives: 
The Ottoman Navy ships must escape via the channel on the table edge containing the Turkish 
coastline. 
 
The ships of the Imperial Russian Navy must sink the Ottoman Navy ships before they escape.  
 
The Ottoman Navy 
Yavus Sultan Selim (Battlecruiser) 
8” Movement, 4 Crew Effectiveness, Veteran Captain (8 Morale) 
Armoured. (3d6 for damage, pick lowest) 
Optical Sights. (Hit on 6’s) 
Armaments: 
- 5 turrets (1 fore, 2 aft, 1 port, 1 starboard) with 2 heavy guns per turret. (2d6/30”) 
- 12 casemates (6 port, 6 starboard) with 1 light gun per casemate. (1d6/18”) 
- Battlecruiser secondary gun batteries. (2d6/18”) 
- 4 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos. 
 
The Imperial Russian Navy 
Imperatritsa Ekaterina Velikaya (Dreadnought) 
8” movement, 6 Crew Effectiveness, Veteran Captain (8 Morale) 
Armoured. (3d6 for damage, pick lowest) 
Optical Sights. (Hit on 6’s) 
Armaments: 
- 4 turrets (1 fore, 1 aft, 2 centreline) with 3 super-heavy guns per turret. (3d6/36”) 
- Dreadnought secondary gun batteries (3d6/18”) 
- 4 forward-mounted submerged torpedo tubes, ᤂ�ring light torpedos. 
 
Novik (Destroyer) 
6” movement, 2 Crew Effectiveness, Experienced Captain (7 Morale) 
Optical Sights. (Hits on 6’s) 
Armaments:  
- 4 turrets (1 fore , 1 aft, 2 centreline) with 1 light gun per turret. (1d6/18”) 
- 4 torpedo tubes (4 centreline) ᤂ�ring light torpedos.  
 
 
 
 
 
 

 
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Brett Chinchen (Order #11833859)
 

The Action off Lerwick 


Scenario 3 
 
Scenario Setup: 
The Royal Navy ships and independant merchantmen deploy within 12” of a short table edge.  
 
The ships of the Kaiserliche Marine deploy along either long table edge, at least 24” away from the 
Royal Navy contingent.  
 
Objectives: 
The Royal Navy ships must ensure that at least two thirds of the merchantmen escape by reaching 
the opposite short table edge.  
 
The Kaiserliche Marine must destroy the Royal Navy escort and at least two thirds of the 
merchantmen. 
 
The Royal Navy’s 12th Destroyer Flotilla 
HMS Mary Rose & HMS Strongbow (Destroyers) 
6” movement, 2 Crew Effectiveness, Experienced Captains (7 Morale) 
Optical Sights. (Hits on 6’s) 
Armaments: 
- 3 turrets (1 fore, 1 aft and 1 centreline) with 1 light gun per turret. (1d6/18”) 
- 4 torpedo tubes (2 fore, 2 aft) ᤂ�ring light torpedos.  
- Anti-aircraft battery.  
 
HMS Elise and the P. Fallon (Gunboats) 
4” movement, 2 Crew Effectiveness, Inexperienced Captains (6 Morale) 
Optical Sights. (Hits on 6’s) 
Armaments: 
- 2 turrets (1 fore, 1 aft) with 1 light gun per turret. (1d6/18”) 
 
12 Scandinavian, British and Belgian Merchantmen (Steamers) 
6” movement, 3 Crew Effectiveness, Inexperienced Captains (6 Morale.) 
 
The Kaiserliche Marine 
SMS Brummer & SMS Bremse (Light Cruisers) 
6” movement, 3 Crew Effectiveness, Experienced Captains (7 Morale) 
Optical Sights. (Hits on 6’s) 
Armaments: 
- 4 turrets (2 fore, 2 aft) with 1 light gun per turret. (1d6/18”) 
- 2 torpedo tubes (2 aft) ᤂ�ring light torpedos.  
 

 
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Brett Chinchen (Order #11833859)

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