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QUICKFIRE PRE-DREADNOUGHT ERA FAST-PLAY RULES
Quickfire Optional
Rules |
- GENERAL RULES
- 101 - Extra Gunnery Phases
- In some games - especially those with numerous
slow-firing vessels - players may want to add one or more gunnery phases to
each turn. This increases the overall rate of firing for the battle. This can
even be done mid-game, after some of the faster firing vessels (in cases of
mixed squadrons) have slowed down a bit due to battle damage.
- MOVEMENT
- 201 - Higher Move Rates
- Players may accomodate larger playing areas by increasing
ship's speeds by 50-100%. The existing rules were written to accomodate small
table areas and also to increase effects of gunnery per unit of movement.
- GUNNERY & TORPEDOES
- 301 - Range Guessing
- To incorporate range guessing into the game, players
estimate ranges between firing vessels and their respective targets before the
gunnery dice are rolled (as with the rest of the rules, measurements are taken
between forward funnels). The results then modify the ROF die roll; for every
one inch away from the target vessel the ranging zero point lands (two inches
for large scale) the firing player adds one point to the ROF die roll.
Depending on the die roll and the accuracy of the ranging estimation, the ship
may or may not fire that turn. Ships may not conduct salvo fire gunnery if the
targets are beyond the maximum allowable firing range (IE - they cannot fire
anyway and use their "short" distance as an ROF modifier as if the shell fire
had been incorrectly range guessed). See below for specially adapted range
guessing combat chart:
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Ranging Guessing
Combat Chart ·
Ranging Log
Players
can use the Battlefleet 1900 Range Log for recording range estimates. Make
"pointers" out of card stock to help clarify which ships are being targeted for
ranging (not used for aiming). Range guess may also be recorded on the bottom
side of the target pointers.
Ranging Shots - As part of the
range guessing system, players may make "ranging shots" out to one nautical
mile beyond maximum normal (long) gunnery range. The ranging shots are recorded
on the range log and measured normally, but they result in no gunnery die roll
and can inflict no damage. They do not count as an opening salvo (see rule
303).
Alternate ROF die roll mod - An alternative ranging
modifier gives credit for players who guess the target range within 1" (2" for
large scale). Using this system, guessing the range within 1" gains the firing
player a plus one (+1) on the ROF die. Guessing the range from 1" to 2" is a
normal ROF roll, and then a minus one for each full inch missed beyond
that.
- 302 - The 6-6 Exception
- Any vessel which began the game with ROF ratings of 6 - 6
will suffer a light G hit in addition to every heavy G hit. This is due to
unusually homogenous medium level armament such as 6" and 8" guns.
- 303 - Opening Salvos
- The first time a vessel fires during the game, it
receives a +1 on its ROF die roll.
- 304 - Torpedo Reloads
- A vessel may reload (restore) one point of torpedo rating
on a die roll result of 2 or 3 using two dice. A ship may not reload to a point
value higher than they began the game with. Optional reload rolls are conducted
during the Attempt Repairs step.
- 305 - Split Light Gunnery
- At point blank range, a vessel may split its light fire
gunnery points amongst multiple targets (this in addition to being able to fire
both heavy and light values simultaneously). This can only be done after the
normal ROF fire check to see if the ship fired its light rating at all. This
rule makes it possible for a vessel with a heavy secondary armament to set-up a
"curtain of fire" for purposes of torpedo-boat/destroyer defense. Smallest
point packets allowed per base gunnery value are as follows: 1-6 points may
split down to one-point packets, 7+ point base gunnery value may split down to
two-point packets.
Splitting fire must be done as evenly as possible,
so for example a ship with a 12 light gunnery value could split its fire as x2
attacks at 6 each, or x4 attacks at 3 each, but not x2 attacks with one at a 2
and one at a 10.
- 306 - Lozenge Gun Reserve
- The theory behind the lozenge gun arrangement which
positioned four single gun turrets in a diamond pattern was to assure a reserve
of heavy guns. To recreate this effect as an optional rule, any ship with a
lozenge main armament distribution may declare their first heavy G hit as
applying to one particular side of the ship (should be the current embattled
side, must be port or starboard. May not be done with fore or aft turrets). Any
additional G hits apply to the entire vessel. When facing the enemy with the
side of the ship opposite the first heavy hit, that first G hit (affecting ROF)
is ignored.
- DAMAGE
- 501 - Heavy G Hits Amidships
- The general game mechanics pre-suppose that heavy fire
will primarily affect related systems on board target vessels. With this rule,
heavy G hits impact both heavy and light ROF ratings simultaneously. There are
actually two possible levels of application for this rule, with Option A being
rather modest and Option B being more extreme:
Option A) On all heavy G
hit die results of 2 (snake eyes), reduce one point each from both the
heavy and light ROF ratings for the target vessel. Option B) On all heavy G
hits, reduce one point each from both the heavy and light ROF ratings for the
target vessel.
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