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FEAR NAUGHT
Quick Naval Wargaming
Written by Tom Mecredy
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.
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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.
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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.
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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
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
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